RayPortalMaterialData: Use albedo texture as portal mask #80
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This small change allows the usage of the albedo texture to define the rayportal shape when creating a rayportal material via the remixApi.
Background:
The shape of the portal gets estimated if
MaskTexture2
is unset.This results in a perfect circle but that might not always be the desired shape.
In case of portal 2, I actually need square portals for room/area connecting portals that are placed within sliding doors or similar.
Using a blank white texture results in just that. Not setting an albedo means that the portal shape will be estimated just like before.
Note:
I think it might be beneficial to expose that setting to usd/toolkit. From what I can tell it's already hooked up in code .. just unused:
dxvk-remix/src/dxvk/rtx_render/rtx_scene_manager.cpp
Line 1096 in 912a164