Scalar shaders
From Eclat-Digital Ocean 2014 Documentation
A scalar shader returns a scalar real value as a function of shading parameters (UV coordinates, world-space position and normal, etc...). For instance, it may describe thickness of a coating, or the roughness of a surface.
Scalar shader types
Uniform
This scalar shader returns a constant value, which does not depend shading parameters
Children nodes
none
Parameters
- value
- real
- The constant scalar shader value
Texture
This scalar shader gets its value from a texture at shading UV coordinates. For RGB textures, the green component is used.
An optional correction curve is applied to the raw texture value, similar to a brightness/contrast/gamma adjustment:
- The value is first applied a gamma curve, controlled by the greypt parameter. The grey value (0.5) is mapped to greypt, hence setting greypt to 0.5 disables this correction
- Then, the value is scaled by the scale parameter
- And finally, offset is added to the value
In other words:
- Black(0) is mapped to the offset parameter
- White(1) is mapped to offset+scale
- Grey(0.5) is mapped to offset+scale*greypt
Children nodes
image
- Image : The image to use as a texture
Parameters
- greypt
- real
- The non-linear grey point adjustment, between 0.25 and 0.9
- scale
- real
- RGB value scaling, or contrast adjustment
- offset
- real
- RGB value offset, or brightness adjustment
- uvscale
- real
- The UV coordinates scaling factor. Scales the texture spatially over the geometry