void phongShaderOverride::getCustomMappings( MHWRender::MAttributeParameterMappingList& mappings) { // The "color" and "incandescence" attributes are all named the same as // the corresponding parameters on the fragment so they will map // automatically. Need to remap "diffuseReflectivity", "translucenceCoeff", // "reflectionGain" and "power" though. MHWRender::MAttributeParameterMapping diffuseMapping( "diffuse", "diffuseReflectivity", true, true); mappings.append(diffuseMapping); MHWRender::MAttributeParameterMapping translucenceMapping( "translucence", "translucenceCoeff", true, true); mappings.append(translucenceMapping); MHWRender::MAttributeParameterMapping reflectivityMapping( "reflectivity", "reflectionGain", true, true); mappings.append(reflectivityMapping); MHWRender::MAttributeParameterMapping powerMapping( "cosinePower", "power", true, true); mappings.append(powerMapping); // Our phong only uses a single float for specularity, while the Maya // phong fragment uses a full 3-float color. We could add a remap fragment // in front to expand the float to a 3-float, but it is simpler here to // just set the parameter manually in updateShader(). So add an empty // mapping to ensure the parameter gets renamed. MHWRender::MAttributeParameterMapping specColMapping( "specularColor", "", true, true); mappings.append(specColMapping); }
void simpleNoiseShaderOverride::getCustomMappings( MHWRender::MAttributeParameterMappingList& mappings) { // Set up some mappings for the noise map parameters on fragment, as there // is no correspondence to attributes on the node for them. MHWRender::MAttributeParameterMapping mapMapping( "noiseLookupMap", "", false, true); mappings.append(mapMapping); MHWRender::MAttributeParameterMapping textureSamplerMapping( "noiseLookupMapSampler", "", false, true); mappings.append(textureSamplerMapping); }
void inNullOverride::getCustomMappings( MHWRender::MAttributeParameterMappingList& mappings) { // The "color", "transparency" and "incandescence" attributes are all // named the same as the corresponding parameters on the fragment so they // will map automatically. Need to remap diffuseReflectivity and // translucence though MHWRender::MAttributeParameterMapping diffuseMapping( "diffuse", "diffuseReflectivity", true, true); mappings.append(diffuseMapping); MHWRender::MAttributeParameterMapping translucenceMapping( "translucence", "translucenceCoeff", true, true); mappings.append(translucenceMapping); }