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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