Skip to content

CustomPointShader

in Lib.point.modify

A very fast method of writing simple compute shaders to manipulate the connected points.

Each point has the following properties/attributes:

p.Position // as float3 p.Rotation // as quaternion p.FX1 // correspond to F1 for scaling and other effects. p.FX2 // correspond to F2 p.Color // as float4 p.Scale // as float3

The following float values are initialized:

i - index of the point f - a normalized float value of the index 0 ... 1.

Input Parameters

Name (Relevancy & Type) Description
Points (BufferWithViews Required)
Offset (Vector3)
A (Single)
B (Single)
C (Single)
D (Single)
GainAndBias (Vector2)
Image (Texture2D)
Gradient (Gradient)
ShaderCode (String)
AdditionalDefines (String)
TemplateFile (String)
Count (Int32)
ShaderResources (ShaderResourceView)
ConstantBuffers (Buffer)
TimeScale (Single) Warning if this is not enable to 0 the operator will no longer be cached.
Field (ShaderGraphNode)

Outputs

Name Type
Output T3.Core.DataTypes.BufferWithViews
ShaderCode_ System.String