public record class MaterialLayersFeatureN metal-roughness layers, blended by weight: rock under moss under snow.
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Remarks
Layering by array rather than by composition, and the reason is the one constraint the whole feature model is shaped around: a composed shader's parameters belong to its type, so two composed metal-roughness layers would share one base colour. An array gives each layer values of its own, and LayerCount is a permutation so a two-layer material's constant buffer holds two layers rather than the most anyone might use.
Where the weights come from is the caller's: a splat map, vertex colour, a height blend. What arrives here is the result.
Fields and properties (2)
public IReadOnlyList<MaterialLayerValue> LayersThe layers, innermost first.
public string ShaderNameThe Raven shader implementing this feature, from Raven/Library/Material.
Methods (1)
public void Compile(MaterialCompilationContext context)Writes this feature's parameters, and fills any slots of its own.
Used by (5)
- MaterialCompilerTestsVixen.Rendering.Tests
- MaterialSurfaceVixen.Rendering
- MaterialSurfaceTestsVixen.Rendering.Tests
- TypeRegistrationVixen.Rendering
- Vixen_Rendering_Materials_MaterialLayersFeatureSerializerVixen.Rendering