[nzsl_version("1.0")] module; import InstanceData from Engine.InstanceData; import ViewerData from Engine.ViewerData; option HasBaseColorTexture: bool = false; option HasAlphaTexture: bool = false; option AlphaTest: bool = false; [layout(std140)] struct MaterialSettings { [tag("AlphaTestThreshold")] AlphaThreshold: f32, [tag("BaseColor")] BaseColor: vec4[f32] } [tag("Material")] external { [tag("Settings"), binding(0)] settings: uniform[MaterialSettings], [tag("BaseColorMap"), binding(1)] MaterialBaseColorMap: sampler2D[f32], [tag("AlphaMap"), binding(2)] MaterialAlphaMap: sampler2D[f32], } [tag("Engine")] external { [tag("TextureOverlay"), binding(3)] TextureOverlay: sampler2D[f32], [tag("InstanceData"), binding(4)] instanceData: uniform[InstanceData], [tag("ViewerData"), binding(5)] viewerData: uniform[ViewerData], } struct InputData { [location(0)] normal: vec3[f32], [location(1)] uv: vec2[f32], [location(2)] pos: vec3[f32] } struct OutputData { [location(0)] baseColorMap: vec4[f32], [location(1)] normalMap: vec4[f32], [location(2)] positionMap: vec4[f32] } [entry(frag)] fn main(input: InputData) -> OutputData { let color = settings.BaseColor; const if (HasBaseColorTexture) color *= MaterialBaseColorMap.Sample(input.uv); const if (HasAlphaTexture) color.w *= MaterialAlphaMap.Sample(input.uv).x; const if (AlphaTest) { if (color.w < settings.AlphaThreshold) discard; } let output: OutputData; output.baseColorMap = color; output.normalMap = vec4[f32]((vec3[f32](1.0, 1.0, 1.0) + input.normal) * 0.5, 1.0); output.positionMap = vec4[f32](input.pos, 1.0); return output; }