Vixen
02b45cc4
csharp
public record class MaterialLayersFeature

N metal-roughness layers, blended by weight: rock under moss under snow.

No guide page documents this yet — the page shows what the code says about itself.

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> Layers

    The layers, innermost first.

  • public string ShaderName

    The Raven shader implementing this feature, from Raven/Library/Material.

Methods (1)

Used by (5)

  • MaterialCompilerTestsVixen.Rendering.Tests
  • MaterialSurfaceVixen.Rendering
  • MaterialSurfaceTestsVixen.Rendering.Tests
  • TypeRegistrationVixen.Rendering
  • Vixen_Rendering_Materials_MaterialLayersFeatureSerializerVixen.Rendering