Could someone please convert TileNormalMap shader to DX11 ?
Thanks!
Could someone please convert TileNormalMap shader to DX11 ?
Thanks!
Here
This one wasn't so hard, just time consuming.
Still you managed to do it in record time!Thanks a lot!
Can help upgrade colorpicker package to Dx11, thank you firstColorPicker.zip
That's quite a lot, but sure, I'll do it tomorrow.
@wuxuechen here's the thing, after a lot of pain with the ColorWheel, I got it all working.
BUT, ColorWheel simply refused to work correctly on DX11 premultiplied mode, so I had to make a innacurate workaround for giving it the donut shape.
I really hope someone can figure this out cause I've tried a lot of things and alpha won't work because it's outside the 0.0 to 1.0 range.
In general, it's usable, but I wouldn't mess too much with ColorWheel parameters on Premultiplied DX11...
I don't see how the alpha component can be outside the range 0-1. I reckon there's something else going on, but I don't know what... I'll have a look later, but I'm about to go out right now.
A couple of thoughts which probably won't help:
* You define a "Demultiply" function that you don't ever call. Is that just left over from an experiment that didn't work?
* With this particular shader, there's no need to worry about Tint, is there? I can't picture a situation where changing the tint or alpha wouldn't defeat the purpose of a colour wheel.
* I think your version is fine, so it's probably best to change the other versions to match.
* The edge parameter was really just a quick and dirty hack to make it look a bit nicer, and it needed to be changeable depending on he size of the colour wheel. If I were remaking the shader now, I'd probably make use of pixelWidth and pixelHeight to hardcode the edge value.
1- Was a left over, I've tried using it somehow but didn't helped, yeah, in fact, multiplying rgb by alpha seems to fix the alpha but messes up the colors.
2- Just a habit, but doesn't make any difference, I've tested.
3 & 4- Well, if you think so... I could update both to match, seems smoother anyway
But in all cases, I really think there's something off with alpha... I mean, it only breaks once premultiplied is turned on, it shows some remains of alpha but not the same as when you output it as RGB.
Well, I've updated all to match, but I'm not sure if I used fPixelWidth and fPixelHeight correctly here...