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- <?xml version="1.0"?>
- <materialx version="1.39">
- <surfacematerial name="mat_ifgreater_blue" type="material" nodedef="ND_surfacematerial">
- <input name="surfaceshader" type="surfaceshader" nodename="surface_shader1" />
- </surfacematerial>
- <standard_surface name="surface_shader1" type="surfaceshader" nodedef="ND_standard_surface_surfaceshader">
- <input name="base_color" type="color3" output="out" nodegraph="ifgreater_blue" />
- </standard_surface>
- <nodegraph name="ifgreater_blue">
- <image name="input_image" type="float">
- <input name="file" type="filename" value="resources/Images/grid.png" />
- <input name="default" type="float" value="0.0" />
- </image>
- <!-- Output a gradient of blue based on the image value for debugging -->
- <combine3 name="blue_gradient" type="color3">
- <input name="in1" type="float" value="0.0" />
- <input name="in2" type="float" value="0.0" />
- <input name="in3" type="float" nodename="input_image" />
- </combine3>
- <!-- Use ifgreater to output bright blue above threshold, dark blue below -->
- <ifgreater name="ifgreater1" type="color3">
- <input name="value1" type="float" nodename="input_image" />
- <input name="value2" type="float" value="0.5" />
- <input name="in1" type="color3" value="0.2, 0.2, 1.0" /> <!-- bright blue -->
- <input name="in2" type="color3" value="0.0, 0.0, 0.2" /> <!-- dark blue -->
- </ifgreater>
- <!-- Mix between the blue_gradient and the thresholded blue for debug visualization -->
- <mix name="debug_mix" type="color3">
- <input name="bg" type="color3" nodename="blue_gradient" />
- <input name="fg" type="color3" nodename="ifgreater1" />
- <input name="mix" type="float" value="0.5" />
- </mix>
- <output name="out" type="color3" nodename="debug_mix" />
- </nodegraph>
- </materialx>
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