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[WIP] per channel uv transform example #14174

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commented May 30, 2018

I mustered up a quick example to override the vUv value in the shaders.

http://dusanbosnjak.com/test/webGL/three-materials-extended/webgl_materials_extended_multiple_uvs_props.html

I used roughnessMap, specularMap, metalnessMap and map and added a simple scale + offset to each.

It's not the cleanest thing but it's an example of how to quickly prototype something without affecting the core.

#14149
#12788
#12608
#13831
#8278
#5876

It's easy to also expose these, but for some reason i think onBeforeCompile fired twice. I actually tried to mimick onAfterParse because onBeforeCompile is also onBeforeParse.

This is another example of using shader injection, specifically with the currently available onBeforeCompile. I think it's trivial to solve issues such as the ones linked with this kind of an api. However, i think there are better alternatives to it:

#13198

I think that this is a valid use case to find itself in the core, (transforms probably don't belong on textures, rather texture slots) but since it's a complicated process to propose and review something like that, onBeforeCompile allows for quick prototyping.

In this particular case, it mimicked a script that one could write to replace some code over many files, rather than doing it manually. For production it's a bit clunky, that's where i'd propose an alternative. Even if this weren't in the core, i think the area of GLSL is so self contained that this would be an easy effect to carry across and combine with other shader modifications.

pailhead added some commits May 30, 2018

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commented May 30, 2018

v3 copies the transform matrix logic, i also moved the uniform creation to be synchronous.

http://dusanbosnjak.com/test/webGL/three-materials-extended/webgl_materials_extended_multiple_uvs_props_transform.html

This was referenced May 30, 2018

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commented May 30, 2018

It took me awhile to step through this example, but it does show one way to use onBeforeCompile() to support different transforms per material texture.

I understand this to be a feasibility study. We would not expect users to do this, obviously.

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commented May 30, 2018

Why not if it is encapsulated somehow?

The user only sees this:

myMaterial.specularMap       //Texture
myMaterial.specularMapOffset //Vector2
myMaterial.specularMapRepeat //Vector2
myMaterial.specularMapRotate //Number
myMaterial.specularMapUpdateMatrix // function

Maybe

myMaterial.specularMap
myMaterial.specularMapTransform = {
  offset,
  repeat,
  rotate,
  update,
}

Advanced user sees example how to make this ^

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commented Jun 20, 2018

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