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Description
Description
Yo the new TSL stuff is pretty slick. I've spent the past two days trying to feel it out, great bindings once you get the hang of it.
I've read through the God TSL document like 3 times, combed code examples, and I can't figure out a couple of thing?
- Easily mutate the final color of a
Mesh<TYPE>NodeMaterial(chain on additional shader logic to the final product?) - Similar vein, access material property values inside custom material nodes. Feels inconvenient that the
colorNodewhich replacesmap*colordoes not have access to the material'smapunless re-added as a new uniform?
Perhaps I'm missing something obvious. It appears uv() and vertexColor() can be grabbed a-la-carte but is there no way to access other material properties inside custom TSL Fn()s?
Much appreciate any insight!
Solution
My dream is TSL "First Party" feeling materials with arbitrary top-level properties to drive uniforms. Modularity in these materials also pretty cool if possible.
Alternatives
Open minded, can contribute some help if it's a good fit.
Additional context
N/A