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.
This commit is contained in:
Richard
2021-01-25 09:35:22 +11:00
parent f714afc180
commit 6ef65734cd
3 changed files with 10 additions and 4 deletions

View File

@@ -27,6 +27,7 @@ enum MaterialTemplateInputsMapping
MaterialValue MaterialGenerator::getUVs(VariantType::Vector2, TEXT("input.TexCoord"));
MaterialValue MaterialGenerator::getTime(VariantType::Float, TEXT("TimeParam"));
MaterialValue MaterialGenerator::getNormal(VariantType::Vector3, TEXT("input.TBN[2]"));
MaterialValue MaterialGenerator::getNormalZero(VariantType::Vector3, TEXT("float3(.5, .5, 1)"));
MaterialValue MaterialGenerator::getVertexColor(VariantType::Vector4, TEXT("GetVertexColor(input)"));
MaterialGenerator::MaterialGenerator()