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EG/RenderPipelineFile/effects/test_roughness_debug.yaml

35 lines
1.3 KiB
YAML

# Test roughness texture debug effect
# This effect shows the roughness texture directly as color to verify it's working
fragment:
defines: |
#define TEST_ROUGHNESS_DEBUG 1
inout: |
uniform sampler2D p3d_Texture3; // Roughness texture
material: |
// Debug: Show roughness texture directly as color
#if TEST_ROUGHNESS_DEBUG
// Sample roughness texture
float roughness_value = texture(p3d_Texture3, texcoord).x;
// Show roughness as grayscale color for debugging
vec3 debug_color = vec3(roughness_value);
// Apply debug visualization
m.basecolor = debug_color; // Show texture as grayscale
m.roughness = 0.5; // Fixed roughness for consistent lighting
m.metallic = 0.0; // Non-metallic for clear visualization
m.specular_ior = 1.5;
m.shading_model_param0 = 0.0;
#else
// Normal material processing
m.basecolor = mInput.color * sampled_diffuse.xyz;
m.specular_ior = blend_ior(mInput.specular_ior, sampled_ior);
m.roughness = mInput.roughness * sampled_roughness;
m.metallic = mInput.metallic;
m.shading_model_param0 = mInput.arbitrary0;
#endif