Add option to sample Global SDF from higher cascade
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@@ -665,7 +665,8 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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{
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auto param = findOrAddGlobalSDF();
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Value worldPosition = tryGetValue(node->GetBox(1), Value(VariantType::Float3, TEXT("input.WorldPosition.xyz"))).Cast(VariantType::Float3);
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value = writeLocal(VariantType::Float, String::Format(TEXT("SampleGlobalSDF({0}, {0}_Tex, {0}_Mip, {1})"), param.ShaderName, worldPosition.Value), node);
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Value startCascade = tryGetValue(node->GetBox(2), 0, Value::Zero).Cast(VariantType::Uint);
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value = writeLocal(VariantType::Float, String::Format(TEXT("SampleGlobalSDF({0}, {0}_Tex, {0}_Mip, {1}, {2})"), param.ShaderName, worldPosition.Value, startCascade.Value), node);
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_includes.Add(TEXT("./Flax/GlobalSignDistanceField.hlsl"));
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break;
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}
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@@ -676,8 +677,9 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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auto distanceBox = node->GetBox(2);
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auto param = findOrAddGlobalSDF();
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Value worldPosition = tryGetValue(node->GetBox(1), Value(VariantType::Float3, TEXT("input.WorldPosition.xyz"))).Cast(VariantType::Float3);
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Value startCascade = tryGetValue(node->GetBox(2), 0, Value::Zero).Cast(VariantType::Uint);
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auto distance = writeLocal(VariantType::Float, node);
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auto gradient = writeLocal(VariantType::Float3, String::Format(TEXT("SampleGlobalSDFGradient({0}, {0}_Tex, {0}_Mip, {1}, {2})"), param.ShaderName, worldPosition.Value, distance.Value), node);
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auto gradient = writeLocal(VariantType::Float3, String::Format(TEXT("SampleGlobalSDFGradient({0}, {0}_Tex, {0}_Mip, {1}, {2}, {3})"), param.ShaderName, worldPosition.Value, distance.Value, startCascade.Value), node);
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_includes.Add(TEXT("./Flax/GlobalSignDistanceField.hlsl"));
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gradientBox->Cache = gradient;
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distanceBox->Cache = distance;
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