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

38 lines
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YAML

# Enhanced PBR effect with metallic texture support
# This effect extends the default PBR to support metallic textures
# Avoids redeclaring textures that are already in the base template
fragment:
defines: |
#define USE_METALLIC_TEXTURE 1
inout: |
uniform sampler2D p3d_Texture5; // Metallic texture (not in default template)
material: |
// Enhanced material with metallic texture support
#if USE_METALLIC_TEXTURE
// Sample metallic texture
float sampled_metallic = texture(p3d_Texture5, texcoord).x;
// Apply all material properties
// Use the sampled values from the base template for other textures
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 * sampled_metallic; // Now with metallic texture support!
// Ensure valid ranges
m.roughness = max(m.roughness, 0.01);
m.metallic = clamp(m.metallic, 0.0, 1.0);
#else
// Fallback to standard 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; // No metallic texture
#endif
m.shading_model_param0 = mInput.arbitrary0;