EG/RenderPipelineFile/effects/metallic_only.yaml
2025-12-12 16:16:15 +08:00

40 lines
1.5 KiB
YAML

# Metallic-only PBR effect
# This effect specifically handles metallic textures correctly
# Ensures metallic texture is not confused with diffuse texture
fragment:
defines: |
#define USE_METALLIC_TEXTURE_ONLY 1
#define DONT_FETCH_DEFAULT_TEXTURES 0
inout: |
uniform sampler2D p3d_Texture5; // Metallic texture only
material: |
// Only handle metallic texture, ignore others to avoid confusion
#if USE_METALLIC_TEXTURE_ONLY
// Sample metallic from p3d_Texture5
float sampled_metallic = texture(p3d_Texture5, texcoord).x;
// Direct control: texture value directly controls metallic
// This gives Blender-like behavior where texture has full control
m.metallic = sampled_metallic;
// Clamp to valid range
m.metallic = clamp(m.metallic, 0.0, 1.0);
// Keep other properties from material (no texture interference)
m.basecolor = mInput.color; // Use material color, not texture
m.roughness = mInput.roughness;
m.specular_ior = mInput.specular_ior;
m.shading_model_param0 = mInput.arbitrary0;
#else
// Fallback to material values only
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