initial view-dependent texture projection material
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76
materials/vdtm.mat
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76
materials/vdtm.mat
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material {
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name : ViewDependentTexture,
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parameters : [
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{
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type : sampler3d,
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name : perspectives,
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precision: high
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},
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{
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type : float3[3],
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name : cameraPositions
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}
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],
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variables : [
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{
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type : float3,
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name : blendWeights,
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}
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],
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requires : [ position, uv0 ],
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shadingModel : unlit,
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doubleSided : true,
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blending: opaque,
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depthWrite : true,
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depthCulling : true,
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culling: none,
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vertexDomain: object
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}
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// View-Dependent Texture Mapping Shader
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//
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// This material projects a 3D texture containing multiple perspectives onto a mesh,
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// blending between different views based on the current camera position.
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//
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// The 3D texture contains different renderings of the object from various camera positions.
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// At runtime, we calculate the best blend of perspectives to use based on the current view.
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//
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// Parameters:
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// - perspectives: 3D texture containing different perspective views of the object
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// - cameraPositions: Array of camera positions used to render each perspective slice
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vertex {
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void materialVertex(inout MaterialVertexInputs material) {
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vec3 worldCameraPos = getWorldCameraPosition();
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vec4 currentCameraPos = getUserWorldFromWorldMatrix() * vec4(worldCameraPos, 1.0);
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material.blendWeights.xyz = vec3(0.0f);
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float totalWeight = 0.0;
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for (int i = 0; i < 3; i++) {
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vec3 cameraPos = materialParams.cameraPositions[i];
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float dist = distance(currentCameraPos.xyz, cameraPos);
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material.blendWeights[i] = exp(-dist);
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totalWeight += material.blendWeights[i];
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}
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if (totalWeight > 0.0) {
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material.blendWeights /= totalWeight;
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}
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//material.blendWeights.x = exp(-distance(currentCameraPos.xyz, materialParams.cameraPositions[0]));
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}
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}
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fragment {
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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vec3 weights = variable_blendWeights.xyz;
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float z = (weights.x * 0.0) + (weights.y * 0.5) + (weights.z * 1.0);
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vec2 uv = getUV0();
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vec3 texCoord = vec3(uv, z);
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material.baseColor = texture(materialParams_perspectives, texCoord);
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}
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}
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