UserBuffer for ShaderGenerator (FBX)
- Last UpdatedAug 22, 2023
- 1 minute read
This page explains the exporting of meshes that can be used in conjunction with the shaders that are generated from nodes.
How to enable export
The first step is to put the $ShaderGen string into the mesh user buffer:
$ShaderGen
This string is enough to make the mesh use a default ShaderGen shader, and to export all the useful data the exporter finds in the mesh and its material.
Export parameters
Exporting variables
Any other variable specified in the user buffer is exported as a material parameter.
It can be a string, a float, a vector, and so on. The AVEVA™ XR engine tries to match the parameter with what the shader requires.
Note: When a parameter is being automatically exported, do not create another parameter with the same name.
Code example
anotherTexture = grass.tga
mMySpecularMask = 0.5
Something = 0.5 0.3 0.1 1.0