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
This commit is contained in:
AzaezelX 2022-11-21 21:12:23 -06:00
parent e16351605b
commit d23ee397e6
31 changed files with 352 additions and 100 deletions

View file

@ -105,7 +105,10 @@ public:
F32 getTotalTime() const { return mAccumTime; }
F32 getDeltaTime() const { return mDt; }
U32 getLastUpdateTime() const { return mLastTime; }
F32 getDampness() const { return mDampness; }
F32 getDampnessClamped() const { return mClampF(mDampness, 0.0, 1.0); }
void setDampness(F32 dampness) { mDampness = dampness; }
/// Signal used to notify systems that
/// procedural shaders have been flushed.
typedef Signal<void()> FlushSignal;
@ -163,6 +166,7 @@ protected:
F32 mDt;
F32 mAccumTime;
U32 mLastTime;
F32 mDampness;
BaseMatInstance* mWarningInst;