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CustomPixelShader

in Lib.image.use

Creates a custom shader from a source parameter. This can be useful for prototyping.

Use "Ignore Template" to bring in your entire shader.

Input Parameters

Name (Relevancy & Type) Description
ImageA (Texture2D)
ImageB (Texture2D)
Offset (Vector2)
A (Single)
B (Single)
C (Single)
D (Single)
GainAndBias (Vector2)
Gradient (Gradient)
ShaderCode (String)
AdditionalCode (String)
TemplateFile (String)
Resolution (Int2)
TextureFormat (Format)
GenerateMips (Boolean)
Clear (Boolean) Clearing RenderTarget
setting it to false also enables blending mode, so that result is blended on top of backbuffer
ShaderResources (ShaderResourceView) Use SrvFromTexutre2d for additional texture inputs. They will need to be defined in AdditionalCode, for example:

Texture2D Image3 : register(t2);
ConstantBuffers (Buffer) Use FloatsToBuffer or Ints to buffer to pass additional input params, define in AdditionalCode for example:

cbuffer AdditionalIntParams : register(b2)
{
int Index;
}
cbuffer AdditionalFloatParams : register(b3)
{
float4 Color;
}
CustomSampler (SamplerState) Use SamplerState node to add custom sampler(s); first sampler input is defined in template as CustomSampler.
samplers coming after that will need to be defined in AdditionalCode, for example:

sampler Sampler2 : register(s2);

Outputs

Name Type
TextureOutput T3.Core.DataTypes.Texture2D
ShaderCode_ System.String