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@@ -0,0 +1,110 @@
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+
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+CustomMaterial
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+==============
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+
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+### CustomMaterial is a StandardMaterial with some customizable Options
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+1- manage part of current shader
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+> CustomMaterial put some part of shader in special part of current shader and make new shader in ShaderStore
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+ > shaders struct :
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+ >
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+ > [ Begin ]
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+ >
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+ > . // includes extensions varyng uniforms attributes special functions
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+ >
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+ > [ Definations ]
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+ >
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+ > void main(){
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+ >
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+ > [ Main Begin ]
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+ >
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+ > .
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+ > .
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+ > .
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+ >
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+ > [ ]
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+ >
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+ > }
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+
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+
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+
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+method : SelectVersion(ver:string)
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+> Custom material for now Supported just ver 3.0.0 of BabylonJs and this is default of currentVersion for now
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+> Add other old version in Progress %
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+
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+
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+method : AddUniform(name:string,kind:string,param:any):CustomMaterial
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+> for append dynamic setting and manage </br>
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+> this method Add Unforn in bouth of shaders(Fragment and Vertex) </br>
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+> usage : new CustomMaterial(...).AddUniform('time','float') </br>
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+> : new CustomMaterial(...).AddUniform('direction','vec3',new BABYLON.Vector3(0.,0.,0.)) </br>
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+> : new CustomMaterial(...).AddUniform('txt1','sampler2D', new BABYLON.Texture("path",scene))
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+
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+
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+method : Fragment_Begin(shaderPart:string):CustomMaterial
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+> shaderPart is Shader Structure append in start of main function in fragment shader </br>
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+> usage : new CustomMaterial(...).Fragment_Begin('vec3 direction = vec3(0.);')
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+
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+
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+method : Fragment_Definations(shaderPart:string):CustomMaterial
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+> shaderPart is Shader Structure append in befor of the main function in fragment shader </br>
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+> you can define your varyng and functions from this </br>
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+> usage : new CustomMaterial(...).Fragment_Definations('float func1(vec4 param1){ return param1.x;}') </br>
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+> * dont try use uniform with this function because uniforms need to add buffers
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+
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+
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+method : Fragment_MainBegin(shaderPart:string):CustomMaterial
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+> shaderPart is Shader Structure append in start place of the main function in fragment shader
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+
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+
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+method : Fragment_Custom_Deffiuse(shaderPart:string):CustomMaterial
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+> shaderPart is Shader Structure append after diffuseColor is defined of the main function in fragment shader </br>
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+> usage : new CustomMaterial(...).Fragment_Custom_Deffiuse('diffuseColor = vec3(sin(vPositionW.x));') </br>
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+> : new CustomMaterial(...).Fragment_Custom_Deffiuse('result = vec3(sin(vPositionW.x));') </br>
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+> * diffuseColor is vec3 variable </br>
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+> * you can use result (vec3) too that replaced by diffuseColor
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+
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+
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+method : Fragment_Custom_Alpha(shaderPart:string):CustomMaterial
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+> shaderPart is Shader Structure append when material need a alpha parameter in fragment shader </br>
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+
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+
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+method : Fragment_Before_FragColor(shaderPart:string):CustomMaterial
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+> shaderPart is Shader Structure append before gl_FragColor wanna be set in fragment shader </br>
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+> * color is vec4 parameter be set in last part to gl_fragcolor
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+> * you can use result (vec4) too
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+> * this part your last chance for change the frag color
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+
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+
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+method : Vertex_Begin(shaderPart:string):CustomMaterial
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+> shaderPart is Shader Structure append in start of main function in vertex shader </br>
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+> usage : new CustomMaterial(...).Vertex_Begin('vec3 direction = vec3(0.);')
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+
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+
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+method : Vertex_Definations(shaderPart:string):CustomMaterial
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+> shaderPart is Shader Structure append in befor of the main function in vertex shader </br>
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+> you can define your varyng and functions from this </br>
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+> usage : new CustomMaterial(...).Vertex_Definations('float func1(vec4 param1){ return param1.x;}') </br>
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+> * dont try use uniform with this function because uniforms need to add buffers </br>
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+> * for connect any information between vertex and fragment part in shader you can define varying you need make that in both of definition part
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+
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+
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+method : Vertex_MainBegin(shaderPart:string):CustomMaterial
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+> shaderPart is Shader Structure append in start place of the main function in vertex shader
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+
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+
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+method : Vertex_Befor_PositionUpdated(shaderPart:string):CustomMaterial{
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+> shaderPart is Shader Structure append after positionUpdated is defined of the main function in vertex shader </br>
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+> usage : new CustomMaterial(...).Vertex_Befor_PositionUpdated('positionUpdated = positionUpdated;') </br>
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+> : new CustomMaterial(...).Vertex_Befor_PositionUpdated('result = positionUpdated * 1.5 ;') </br>
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+> * positionUpdated is vec3 variable </br>
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+> * you can use result (vec3) too that replaced by positionUpdated
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+> * you can use 'normal' attribute in this part too
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+
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+method : Vertex_Befor_NormalUpdated(shaderPart:string):CustomMaterial
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+> shaderPart is Shader Structure append after normalUpdated is defined of the main function in vertex shader </br>
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+> usage : new CustomMaterial(...).Vertex_Befor_NormalUpdated('normalUpdated = normalUpdated;') </br>
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+> : new CustomMaterial(...).Vertex_Befor_NormalUpdated('result = normalUpdated ;') </br>
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+> * normalUpdated is vec3 variable </br>
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+> * you can use result (vec3) too that replaced by normalUpdated
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+> * you can use positionUpdated too in this part
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+
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