Optimisied Blend Normal Node
I've also added a getNormalZero to get a normal that has zeroed out, i.e. it faces directly outwards from the face. This enables the user to not have to input a vector for either the Base or Additional Normal inputs and still get a result that is acceptable. This is handy if you want to "wash out" a normal.
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@@ -27,6 +27,7 @@ enum MaterialTemplateInputsMapping
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MaterialValue MaterialGenerator::getUVs(VariantType::Vector2, TEXT("input.TexCoord"));
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MaterialValue MaterialGenerator::getTime(VariantType::Float, TEXT("TimeParam"));
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MaterialValue MaterialGenerator::getNormal(VariantType::Vector3, TEXT("input.TBN[2]"));
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MaterialValue MaterialGenerator::getNormalZero(VariantType::Vector3, TEXT("float3(.5, .5, 1)"));
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MaterialValue MaterialGenerator::getVertexColor(VariantType::Vector4, TEXT("GetVertexColor(input)"));
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MaterialGenerator::MaterialGenerator()
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