Add World Triplanar Texture node to shader editor
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@@ -444,6 +444,51 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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value = box == gradientBox ? gradient : distance;
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break;
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}
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// World Triplanar Texture
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case 16:
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{
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// Get input boxes
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auto textureBox = node->GetBox(0);
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auto scaleBox = node->GetBox(1);
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auto blendBox = node->GetBox(2);
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if (!textureBox->HasConnection())
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{
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// No texture to sample
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value = Value::Zero;
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break;
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}
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if (!CanUseSample(_treeType))
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{
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// Must sample texture in pixel shader
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value = Value::Zero;
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break;
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}
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const auto texture = eatBox(textureBox->GetParent<Node>(), textureBox->FirstConnection());
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const auto scale = tryGetValue(scaleBox, node->Values[0]);
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const auto blend = tryGetValue(blendBox, node->Values[1]);
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auto result = writeLocal(Value::InitForZero(ValueType::Float4), node);
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const String triplanarTexture = String::Format(TEXT(
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" float3 worldPos = input.WorldPosition.xyz * ({1} * 0.001f);\n"
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" float3 normal = input.TBN[2];\n"
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" {3} += {0}.Sample(SamplerLinearWrap, worldPos.yz) * pow(abs(dot(normal, float3(1,0,0))), {2});\n"
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" {3} += {0}.Sample(SamplerLinearWrap, worldPos.xz) * pow(abs(dot(normal, float3(0,1,0))), {2});\n"
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" {3} += {0}.Sample(SamplerLinearWrap, worldPos.xy) * pow(abs(dot(normal, float3(0,0,1))), {2});\n"
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),
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texture.Value, // {0}
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scale.Value, // {1}
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blend.Value, // {2}
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result.Value // {3}
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);
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_writer.Write(*triplanarTexture);
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value = result;
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}
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default:
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break;
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}
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