CustomPointShader¶
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 |