6565 "}",
6666 "void fragment() {",
6767 "\tfloat _seed_variation_ = 0.0;",
68+ "\tvec4 _controlled_variation_ = vec4(0.0);",
6869 "$begin_generate",
6970 "\tALBEDO = $albedo_color.rgb*$albedo_tex(vec4(texcoords_3d, 0.0));",
7071 "\tMETALLIC = $metallic*$metallic_tex(vec4(texcoords_3d, 0.0));",
122123 "}",
123124 "void fragment() {",
124125 "\tfloat _seed_variation_ = 0.0;",
126+ "\tvec4 _controlled_variation_ = vec4(0.0);",
125127 "$begin_generate",
126128 "\tALBEDO = $albedo_color.rgb*$albedo_tex(vec4(texcoords_3d, 0.0));",
127129 "\tMETALLIC = $metallic*$metallic_tex(vec4(texcoords_3d, 0.0));",
173175 "\t\t",
174176 "\t\tvoid surf (Input IN, inout SurfaceOutputStandard o) {",
175177 "\t\t\tfloat _seed_variation_ = 0.0;",
178+ "\t\t\tfloat4 _controlled_variation_ = float4(0.0,0.0,0.0,0.0);",
176179 "$if $(param:world)",
177180 "\t\t\tfloat3 texcoords_3d = IN.worldPos;",
178181 "$else",
379382 "$definitions hlsl,rename_buffers,unreal",
380383 "\tfixed4 generated_shader(float3 texcoords_3d, out float metallic, out float roughness, out float3 emission, out float occlusion) {",
381384 "\t\tfloat _seed_variation_ = 0.0;",
385+ "\t\tfloat4 _controlled_variation_ = float4(0.0,0.0,0.0,0.0);",
382386 "$begin_generate hlsl,rename_buffers,unreal",
383387 "\t\t// sample the generated texture",
384388 "\t\tfixed4 rv = tofloat4($albedo_tex(texcoords_3d), 1.0)*$albedo_color;",
525529 "",
526530 "void fragment() {",
527531 "\tfloat _seed_variation_ = 0.0;",
532+ "\tvec4 _controlled_variation_ = vec4(0.0);",
528533 "$begin_generate",
529534 "\tALBEDO = $albedo_color.rgb*$albedo_tex(vec4(texcoords_3d, 0.0));",
530535 "\tMETALLIC = $metallic*$metallic_tex(vec4(texcoords_3d, 0.0));",
539544 ]
540545 },
541546 "type": "material_export"
542- }
547+ }
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