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adds wetness
cliffsnotes: $Core::WetnessTexture = "core/rendering/images/wetMap.png"; //for the influence degree map probes/skylight have a new canDamp boolean, set to off for probes, on for skylight by default. :levelinfo has a dampness multiplier (0-1) kicked up numTextures from 8 to 16 for shaderdata and postfx since that hit the 8 texture-in prior limit, and we've already adopted apis that can handle the higher count
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31 changed files with 352 additions and 100 deletions
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@ -47,6 +47,7 @@ String GFXTextureManager::smMissingTexturePath(Con::getVariable("$Core::MissingT
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String GFXTextureManager::smUnavailableTexturePath(Con::getVariable("$Core::UnAvailableTexturePath"));
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String GFXTextureManager::smWarningTexturePath(Con::getVariable("$Core::WarningTexturePath"));
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String GFXTextureManager::smBRDFTexturePath(Con::getVariable("$Core::BRDFTexture"));
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String GFXTextureManager::smWetnessTexturePath(Con::getVariable("$Core::WetnessTexture"));
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GFXTextureManager::EventSignal GFXTextureManager::smEventSignal;
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@ -74,7 +75,11 @@ void GFXTextureManager::init()
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"@ingroup GFX\n" );
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Con::addVariable("$Core::BRDFTexture", TypeRealString, &smBRDFTexturePath,
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"The file path of the texture used as the default irradiance cubemap for PBR.\n"
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"The file path of the texture used as the default BRDF lut for PBR.\n"
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"@ingroup GFX\n");
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Con::addVariable("$Core::WetnessTexture", TypeRealString, &smWetnessTexturePath,
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"The file path of the texture used as the default wetness influence map for PBR.\n"
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"@ingroup GFX\n");
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}
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