CustomPixelShader¶
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 |
| 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 |