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MaterialAPI#547706

<cat>Code.Shader</cat>⤶ <title>Material API</title>⤶ ⤶ # What is the Material API⤶ ⤶ The Material API is a collection of helper methods & texture inputs to describe the surface of your material. The main purpose of the Material API is to prepare your data and pass it to a shading model.⤶ ⤶ The Material API is automatically used when you add the `common/pixel.hlsl` include to your pixel shader.⤶ ```⤶ PS⤶ {⤶ #include "common/pixel.hlsl"⤶ ⤶ float4 MainPs( PixelInput i ) : SV_Target0⤶ {⤶ // Gather our texture inputs and convert them to the material struct⤶ Material m = GatherMaterial( i );⤶ // Force our object to be metallic⤶ m.Metalness = 1.3f;⤶ // Shade our surface with lighting⤶ return FinalizePixelMaterial( i, m );⤶ }⤶ }⤶ ```⤶ ⤶ # Texture Inputs⤶ By default, the Material API provides a set of texture inputs. These texture inputs can be used to automatically populate the Material struct for you. To populate your Material object, simply call `GatherMaterial` using your `PixelInput` as the argument. GatherMaterial will automatically transform your normal map to be within object space, set up texture compression & pack different textures into one texture to reduce memory.⤶ ⤶ ```⤶ Material m = GatherMaterial( i );⤶ ```⤶ ⤶ <upload src="653cb/8daa5101c74c705.png" size="77533" name="image.png" />⤶ ⤶ # Material⤶ ⤶ ```⤶ // Defined in common/pixel.material.structs.hlsl⤶ // Included automatically by common/pixel.hlsl⤶ struct Material⤶ {⤶ float3 Albedo; // default: float3(1.0, 1.0, 1.0)⤶ float3 Emission; // default: float3(0.0, 0.0, 0.0)⤶ float Opacity; // default: 1.0⤶ ⤶ float TintMask; // default: 1.0⤶ ⤶ float3 Normal; // default: float3(0.0, 0.0, 1.0), note: this is in world space⤶ float Roughness; // default: 1.0⤶ float Metalness; // default: 0.0,⤶ float3 AmbientOcclusion; // default: 1.0, can be normal AO or bent normal AO⤶ ⤶ // Everything below here is not used in the standard shading model at the time of writing⤶ float3 Sheen; // default: float3(0.0)⤶ float SheenRoughness; // default: 0.0⤶ float Clearcoat; // default: 0.0⤶ float ClearcoatRoughness; // default: 0.03⤶ float3 ClearcoatNormal; // default: float3(0.0, 0.0, 1.0)⤶ float Anisotropy; // default: 0.0⤶ float3 AnisotropyRotation; // default: float3(1.0, 0.0, 0.0)⤶ ⤶ // only available when the shading model is subsurface (skin, etc)⤶ float Thickness; // default: 0.5⤶ float SubsurfacePower; // default: 12.234⤶ ⤶ // only available when the shading model is cloth⤶ float3 SheenColor; // default: sqrt(baseColor)⤶ ⤶ // only available when the shading model is cloth/subsurface⤶ float3 SubsurfaceColor; // default: float3(0.0)⤶ ⤶ // only available when the shading model is refraction⤶ float3 Transmission; // default: 1.0⤶ float3 Absorption; // default float3(0.0, 0.0, 0.0)⤶ float IndexOfRefraction; // default: 1.5⤶ float MicroThickness; // default: 0.0⤶ };⤶ ```