#include "pbrmaterial.h"
#include "program.h"
#include "resources.h"
+#include "splatmaterial.h"
#include "unlitmaterial.h"
using namespace std;
Material::Material()
{
set_alpha_cutoff(0.0f);
+ set_alpha_feather(1.0f);
}
const Program *Material::create_compatible_shader(const map<string, int> &extra_spec) const
void Material::set_alpha_cutoff(float a)
{
alpha_cutoff = a;
- shdata.uniform("alpha_cutoff", a);
+ shdata.uniform("alpha_cutoff.cutoff", a);
+}
+
+void Material::set_alpha_feather(float f)
+{
+ alpha_feather = f;
+ shdata.uniform("alpha_cutoff.feather", f);
}
void Material::set_debug_name(const string &name)
initialized = true;
registry.register_type<BasicMaterial>("basic");
registry.register_type<PbrMaterial>("pbr");
+ registry.register_type<SplatMaterial>("splat");
registry.register_type<UnlitMaterial>("unlit");
}
return registry;
void Material::Loader::init_actions()
{
add("alpha_cutoff", &Loader::alpha_cutoff);
+ add("alpha_cutoff", &Loader::alpha_cutoff_feather);
add("sampler", &Loader::sampler);
}
obj.set_alpha_cutoff(a);
}
+void Material::Loader::alpha_cutoff_feather(float a, float f)
+{
+ obj.set_alpha_cutoff(a);
+ obj.set_alpha_feather(f);
+}
+
void Material::Loader::sampler(const string &name)
{
obj.sampler = &get_collection().get<Sampler>(name);