Comments (4)
Looks like there is an another problem
shader Shader_1125817681 : VS_PS_Base, ComputeFloat4
{
rgroup PerMaterial{
[Link("input_258")]
stage Texture2D input_258;
[Link("input_260")]
stage SamplerState input_260;
}
override float4 Compute()
{
float4 result_263 = input_258.SampleLevel(input_260,streams.TexCoord, 0);
float4 outputParam_1435 = result_263;
return outputParam_1435;
}
};
this shader is not working guess we need to investigate further with tebjan
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Added a testpatch 55#Buffers and textures in materialsl.vl in R&D/_Issues
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Basically have been two problems Texturing Mixin was missing and rgroup, added input handling to put resources into rgroup and values into cbuffer seems to work now
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awesome, thanks for looking in to this! Nice to name the demo files like that too- I think we should adopt this as standard operating procedure
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Related Issues (20)
- Material features throw null pointer when disconnected
- Add explanation how random works with int based indexing
- Check Normals for RaymarchMaterial PBR
- Fuse examples don't work HOT 1
- fluid3d not working
- Simplify FUSE and avoid doubling VL functionalities HOT 2
- Semantic's Define pin should be true by default and optional
- Fluid help patch review
- Think about creating one step and one step2 function with enum for constant, linear, cubic,quintic etc
- fluid3D broken in last commit HOT 1
- HowTo Use Append Buffer help patch HOT 2
- Check Retrieve Upstream Tooltip
- particles emitters broken in last commit
- LineStrip and LineStripWidth missing "Closed" pin HOT 1
- PBR materials have thwe CullMode pin hidden
- Create Help Patch to showcase draw shader usage
- Add explanation to HowTo Use discard
- Add helppatch on how to use value inputs
- adaptive Group node to unify all fuse group versions (void, computeStage, PropertyLayer,..) as Group (Fuse)
- Shall we add fuse.dll to repo HOT 4
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