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The main addition here is the MaterialNameContext class which represents the concept of a namespace for properties, shader options, and SRG fields. This concept was already somewhat supported in LuaMaterialFunctor through bespoke "prefix" fields, but I have generalized it be available for all material functors. Note that I have not yet updated the other material functor types to ensure they take advantage of this feature, that will be in another commit. Signed-off-by: santorac <55155825+santorac@users.noreply.github.com> |
4 years ago | |
|---|---|---|
| .. | ||
| LuaMaterialFunctor.cpp | 4 years ago | |
| MaterialAsset.cpp | 4 years ago | |
| MaterialAssetCreator.cpp | 4 years ago | |
| MaterialDynamicMetadata.cpp | 4 years ago | |
| MaterialFunctor.cpp | 4 years ago | |
| MaterialNameContext.cpp | 4 years ago | |
| MaterialPropertiesLayout.cpp | 4 years ago | |
| MaterialPropertyDescriptor.cpp | 4 years ago | |
| MaterialPropertyValue.cpp | 4 years ago | |
| MaterialTypeAsset.cpp | 4 years ago | |
| MaterialTypeAssetCreator.cpp | 4 years ago | |
| MaterialVersionUpdate.cpp | 4 years ago | |
| ShaderCollection.cpp | 4 years ago | |