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

@ -50,6 +50,7 @@ const String ShaderGenVars::colorMultiply("$colorMultiply");
const String ShaderGenVars::alphaTestValue("$alphaTestValue");
const String ShaderGenVars::texMat("$texMat");
const String ShaderGenVars::accumTime("$accumTime");
const String ShaderGenVars::dampness("$dampness");
const String ShaderGenVars::minnaertConstant("$minnaertConstant");
const String ShaderGenVars::subSurfaceParams("$subSurfaceParams");
@ -90,11 +91,13 @@ const String ShaderGenVars::irradianceCubemapAR("$IrradianceCubemapAR");
const String ShaderGenVars::probeCount("$inNumProbes");
const String ShaderGenVars::BRDFTextureMap("$BRDFTexture");
const String ShaderGenVars::WetnessTextureMap("$WetnessTexture");
const String ShaderGenVars::maxProbeDrawDistance("$maxProbeDrawDistance");
//Skylight
const String ShaderGenVars::skylightCubemapIdx("$inSkylightCubemapIdx");
const String ShaderGenVars::skylightDamp("$SkylightDamp");
// These are ignored by the D3D layers.
const String ShaderGenVars::fogMap("$fogMap");