[Shader] Querying textures in Hierarchy
Posted: 05 Nov 2015, 04:42
Hi there.
1.
How do I actually get textures themselves in a certain order in the Hierarchy window? There's some Sas bindings about texture infos in the documentation (e.g. Ventuz.Textures[*].Mapping), but I didn't find anything related to the textures themselves.
So my question is:
In the HLSL node, is there a way to load textures in an order specified in the Hierarchy without having artists to manually bind them every time?
2.
Is there a way to uniformly transform textures without losing the translation?
Currently I'm doing
in vertex shader, and then
in fragment shader, which is kind of ugly.
Thx
-C
1.
How do I actually get textures themselves in a certain order in the Hierarchy window? There's some Sas bindings about texture infos in the documentation (e.g. Ventuz.Textures[*].Mapping), but I didn't find anything related to the textures themselves.
So my question is:
In the HLSL node, is there a way to load textures in an order specified in the Hierarchy without having artists to manually bind them every time?
2.
Is there a way to uniformly transform textures without losing the translation?
Currently I'm doing
Code: Select all
Output.vUV = mul(Input.vUV,UVTranslate[0]);
Code: Select all
tex2D(sampIn, Input.vUV+(float2)(UVTranslate[0][2]));
Thx
-C