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cup_edit/materials/grid.mat
Nick Fisher ed444b0615 feature!:
This is a breaking change needed to fully implement instancing and stencil highlighting.

Previously, users would work directly with entities (on the Dart side, ThermionEntity), e.g.

final entity = await viewer.loadGlb("some.glb");

However, Filament "entities" are a lower-level abstraction.

Loading a glTF file, for example, inserts multiple entities into the scene.

For example, each mesh, light, and camera within a glTF asset will be assigned an entity. A top-level (non-renderable) entity will also be created for the glTF asset, which can be used to transform the entire hierarchy.

"Asset" is a better representation for loading/inserting objects into the scene; think of this as a bundle of entities.

Unless you need to work directly with transforms, instancing, materials and renderables, you can work directly with ThermionAsset.
2024-11-27 15:02:37 +11:00

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material {
name : Grid,
parameters : [
{
type : float,
name : maxDistance
},
{
type : float3,
name : color
}
],
depthWrite : false,
depthCulling : true,
shadingModel : unlit,
blending: opaque,
variantFilter : [ skinning, shadowReceiver, vsm ],
culling: none,
instanced: false,
vertexDomain: object
}
vertex {
void materialVertex(inout MaterialVertexInputs material) {
vec4 modelSpace = getPosition();
vec4 worldSpace = getWorldFromModelMatrix() * modelSpace;
vec4 clipSpace = getClipFromWorldMatrix() * worldSpace;
clipSpace.z = 0.01f;
material.worldPosition = getWorldFromClipMatrix() * clipSpace;
}
}
fragment {
void material(inout MaterialInputs material) {
prepareMaterial(material);
// Convert world position to view space
float4 viewPos = getViewFromWorldMatrix() * float4(getWorldPosition(), 1.0);
// Calculate distance in view space (camera is at 0,0,0 in view space)
float distance = length(viewPos.xz);
// Discard fragment if it's too far from the camera
if (distance > materialParams.maxDistance) {
material.baseColor = float4(0.0);
} else {
material.baseColor = float4(materialParams.color, 1.0);
// Optional: fade out as we approach maxDistance
float fadeStart = materialParams.maxDistance * 0.8;
if (distance > fadeStart) {
float fade = 1.0 - (distance - fadeStart) / (materialParams.maxDistance - fadeStart);
material.baseColor.a = fade;
}
}
}
}