public record class MaterialTextureOne texture a material assigns, by the name its features sample it under.
Remarks
A name and a reference, and deliberately not a handle. A feature carries the name it wants sampled and nothing else — that is what "materials are values, not resources" means — so this is the other half of the pairing, and it is as serialisable as the feature is. What turns it into something a shader can index is a host with a BindlessTable; see TextureIndices.
⚠ The name is the material's, not the shader's. A shader's parameter is the composed path — ForwardPlus.CompositeSurface.TexturedMetalRoughnessSurface.baseColorIndex — and depends on which slot the feature landed in. This one does not, which is the whole reason a feature names a texture indirectly: moving a feature up the chain must not rename the texture an artist assigned.
Fields and properties (2)
public string ParameterWhat the material calls it.
public AssetReference TextureWhich texture.
Methods (2)
public MaterialTexture(string Parameter, AssetReference Texture)One texture a material assigns, by the name its features sample it under.
public MaterialTexture()For the binder, which builds a value and then fills it.
Used by (9)
- AssetMaterialSourceVixen.Engine.Renderer
- MaterialContentVixen.Rendering
- Vixen_Rendering_Materials_MaterialContentSerializerVixen.Rendering
- Vixen_Rendering_Materials_MaterialTextureSerializerVixen.Rendering
- MaterialAssetVixen.Editor.AssetEditors
- MaterialImporterTestsVixen.Editor.Assets.Tests
- MaterialTestsVixen.Editor.AssetEditors.Tests
- TypeRegistrationVixen.Editor.AssetEditors
- Vixen_Editor_AssetEditors_Materials_MaterialAssetSerializerVixen.Editor.AssetEditors