Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging.

Re-added logic to track existing probe shader consts instead of constantly recreating it
Added logic for pre multiplied translucency mode
This commit is contained in:
Areloch 2019-11-21 00:48:55 -06:00
parent c74b669f5e
commit 72ceede272
16 changed files with 424 additions and 30 deletions

View file

@ -111,6 +111,10 @@ LangElement* ShaderFeatureHLSL::assignColor( LangElement *elem,
assign = new GenOp( "@ -= @", color, elem );
break;
case Material::PreMult:
assign = new GenOp("@ *= @", color, elem);
break;
case Material::Mul:
assign = new GenOp( "@ *= @", color, elem );
break;
@ -2223,7 +2227,10 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
MultiLine *meta = new MultiLine;
// Now the wsPosition and wsView.
Var* worldToTangent = getInWorldToTangent(componentList);
Var* wsNormal = getInWorldNormal(componentList);
Var *wsPosition = getInWsPosition( componentList );
Var *wsView = getWsView( wsPosition, meta );
// Look for a light mask generated from a previous
@ -3037,7 +3044,9 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
MultiLine *meta = new MultiLine;
// Now the wsPosition and wsView.
Var *wsPosition = getInWsPosition(componentList);
Var* worldToTangent = getInWorldToTangent(componentList);
Var *wsNormal = getInWorldNormal(componentList);
Var* wsPosition = getInWsPosition(componentList);
Var *wsView = getWsView(wsPosition, meta);
//Reflection Probe WIP