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EG/RenderPipelineFile/effects/debug_metallic.yaml

36 lines
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YAML

# Debug metallic texture effect
# This effect visualizes metallic texture directly for debugging
fragment:
defines: |
#define DEBUG_METALLIC_TEXTURE 1
inout: |
uniform sampler2D p3d_Texture5; // Metallic texture
material: |
// Debug: Show metallic texture directly
#if DEBUG_METALLIC_TEXTURE
// Sample metallic from texture
float sampled_metallic = texture(p3d_Texture5, texcoord).x;
// For debugging: show texture value as colored visualization
// Blue tint for non-metallic, yellow tint for metallic
vec3 debug_color = mix(vec3(0.2, 0.2, 1.0), vec3(1.0, 1.0, 0.2), sampled_metallic);
// Apply to material
m.basecolor = debug_color; // Show texture as color for debugging
m.roughness = 0.5; // Fixed roughness for clear visualization
m.metallic = sampled_metallic; // Also apply to metallic
m.specular_ior = 1.5;
m.shading_model_param0 = 0.0;
#else
// Fallback
m.basecolor = mInput.color;
m.roughness = mInput.roughness;
m.metallic = mInput.metallic;
m.specular_ior = mInput.specular_ior;
m.shading_model_param0 = mInput.arbitrary0;
#endif