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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-19 20:19:18 +02:00

add refraction support for materials; two pass rain shader

This commit is contained in:
Wls50
2025-11-23 23:45:06 +01:00
committed by Hirek
parent 90538c8878
commit ff50fdf110
17 changed files with 614 additions and 145 deletions

View File

@@ -121,13 +121,18 @@ void NvRenderer::MaterialTemplate::Init(const YAML::Node &conf) {
binding.disable_anisotropy = it.second["no_anisotropy"].as<bool>(false);
binding.disable_filter = it.second["no_filter"].as<bool>(false);
binding.disable_mip_bias = it.second["no_mip_bias"].as<bool>(false);
size_t default_texture = m_renderer->GetTextureManager()->FetchTexture(
it.second["default"].as<std::string>(""), binding.m_hint, 0, false);
if (!default_texture) {
default_texture = 1;
}
texture_mappings.emplace_back(
MaResourceMapping::Texture_SRV(index, binding.m_name.c_str()));
sampler_mappings.emplace_back(
MaResourceMapping::Sampler(index, binding.m_sampler_name.c_str()));
RegisterTexture(binding.m_name.c_str(), 1);
RegisterTexture(binding.m_name.c_str(), default_texture);
RegisterResource(
false, "masked_shadow_sampler",
GetTextureManager()->GetSamplerForTraits(0, RenderPassType::ShadowMap),
@@ -236,6 +241,7 @@ void NvRenderer::MaterialTemplate::Init(const YAML::Node &conf) {
.Add(MaResourceMapping::Texture_SRV(10, "env_brdf_lut"))
.Add(MaResourceMapping::Texture_SRV(11, "shadow_depths"))
.Add(MaResourceMapping::Texture_SRV(12, "gbuffer_depth"))
.Add(MaResourceMapping::Texture_SRV(13, "scene_lit_texture_copy"))
.Add(MaResourceMapping::Texture_SRV(14, "sky_aerial_lut"))
.Add(MaResourceMapping::Texture_SRV(
16, "forwardplus_index_grid_transparent"))