- Add world reconstruction function
- Add macro to abstrct GBuffer
- Add lighting information into SurfaceData and BSDFData
- Clean / comment some stuff
Note: forward and deferred code do not produce lighting for now
*Use GUID for node identifier instead of instance ID (Stable between runs)
*Cash hash of last generated preview shader string, do not regenerate if it's the same
*Serialize node preview shaders / materials / last generated shader hash (load time optimisation)
*Add node property: canDeleteNode returns false by default. True for pixel master node
*Rarrange popup menu
*Allow drawn nodes to invaludate the model in OnGUI for the node (if for example the slots change)
*Lighting functions now determine what is available on master pixel node
*Unified deletion architecture - Delete edges before nodes
*Input proxies now aware of their type
*Fix shader builder bug when mapping from vector1 -> vector2. Some compilers need this to be explicit )swizzle with .xx).
To reflect a C# struct or class, attach the [GenerateHLSL] attribute to
it. The optional packing parameter is PackingRules.Exact (default),
which emits the struct as is. PackingRules.Aggressive will result in a
tight packing subject to some restrictions. Static primitive fields are
emitted as #defines.
Several addition.
Add a forward and deferred pass not working with lighting
Add pack/unpack attribute
Reoarganize some file
better header dependecy
Remove platform, will not be used
First set of files submit to iniate the project and be able to work from
home :)
This is WIP and files will move/change.
For now just a set of file mostly empty, setup name etc...