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May 2, 2019 00:18
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Our custom material
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material { | |
name : "Card material", | |
parameters : [ | |
{ | |
type : sampler2d, | |
name : baseColorMap | |
}, | |
{ | |
type : sampler2d, | |
name : normalMap | |
}, | |
{ | |
type : sampler2d, | |
name : roughnessMap | |
}, | |
{ | |
type : sampler2d, | |
name : metallicMap | |
}, | |
{ | |
type : sampler2d, | |
name : reflectanceMap | |
} | |
], | |
requires : [ | |
uv0 | |
], | |
shadingModel : lit, | |
} | |
fragment { | |
void material(inout MaterialInputs material) { | |
vec3 normal = texture(materialParams_normalMap, getUV0()).xyz; | |
material.normal = normal * 2.0 - 1.0; //bump mapping | |
prepareMaterial(material); | |
material.baseColor = texture(materialParams_baseColorMap, getUV0()); | |
material.roughness = texture(materialParams_roughnessMap, getUV0()).r; | |
material.metallic = texture(materialParams_metallicMap, getUV0()).r; | |
material.reflectance = texture(materialParams_reflectanceMap, getUV0()).r; | |
} | |
} |
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