Adjust triplanar texture sample node #735
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@@ -391,7 +391,7 @@ namespace FlaxEditor.Surface.Archetypes
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Title = "World Triplanar Texture",
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Title = "World Triplanar Texture",
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Description = "Projects a texture using world-space coordinates instead of UVs.",
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Description = "Projects a texture using world-space coordinates instead of UVs.",
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Flags = NodeFlags.MaterialGraph,
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Flags = NodeFlags.MaterialGraph,
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Size = new Float2(240, 80),
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Size = new Float2(240, 60),
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DefaultValues = new object[]
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DefaultValues = new object[]
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{
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{
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1.0f,
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1.0f,
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@@ -467,18 +467,22 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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}
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}
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const auto texture = eatBox(textureBox->GetParent<Node>(), textureBox->FirstConnection());
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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 scale = tryGetValue(scaleBox, node->Values[0]).AsFloat();
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const auto blend = tryGetValue(blendBox, node->Values[1]);
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const auto blend = tryGetValue(blendBox, node->Values[1]).AsFloat();
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auto result = writeLocal(Value::InitForZero(ValueType::Float4), node);
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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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const String triplanarTexture = String::Format(TEXT(
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" {{\n"
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" float3 worldPos = input.WorldPosition.xyz * ({1} * 0.001f);\n"
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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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" float3 normal = abs(input.TBN[2]);\n"
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" normal = pow(normal, {2});\n"
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" normal = normal / (normal.x + normal.y + normal.z);\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.yz) * normal.x;\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.xz) * normal.y;\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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" {3} += {0}.Sample(SamplerLinearWrap, worldPos.xy) * normal.z;\n"
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" }}\n"
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),
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),
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texture.Value, // {0}
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texture.Value, // {0}
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scale.Value, // {1}
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scale.Value, // {1}
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