in dx9, the texture split/join were handy in merging channels from different textures. how is this achievable with colorchannelremap or some other dx11 node ?
hsva alternative.v4p (5.5 kB)
in dx9, the texture split/join were handy in merging channels from different textures. how is this achievable with colorchannelremap or some other dx11 node ?
hsva alternative.v4p (5.5 kB)
could it be that texture split/join nodes for dx11 wouldn’t be such a bad idea ?
it’s a compute pipet example
hä?.. no text …
I guess it’s not clear if you mean Texture - EX9.Texture Split or the RGBA texture fx
i have posted an example with the question, i am looking for dx11 equivalents of the texturefx rgba/hsva/hsla (join/split)
Oh I hadn’t actually seen that those come in hsv/hsl flavors- that’s nice. Not in dx11 now afaik. But very simple shaders to port.
so it does make sense to have these in dx11 ?
Like Antokhio said, the Split Node is actually there behause that’s the Way the dx11 Pipet works.
Or do i misunderstand that, too?
please read the first post
for that u just need tfx, with HSV conversion.
check if u got ColorSpace.fxh
if u need i can help warp it
ok here is the tfx to merge channels
i’m not sure it is a good idea to have these heavy nodes for splitting 1 texture into 4, but anyway - could make some wrapper patches for ColorChannelRemap and this one (and have exactly the same functionality as RGBA/HSVA split/join tfx from dx9)
ColorChannelJoin.zip (3.0 kB)
is there another way to get this functionality ?
would be glad to give a patching hand, but with b33, the colorchanneljoin is red (“object reference not set to the instance of an object”)
i see it in the dx9 version, including it in a dx11 shader could be a not so heavy solution ?
sorry, forgot that .fxh file - that’s why it did not compile
ColorChannelJoin_1.zip (3.9 kB)
how about a more general case of get/set colorchannel ?
inputs could look like this
getcolorchannel: texture, technique, index
setcolorchannel: texture, input, technique, index
output of getcolorchannel should be an actual one channel texture, not as it is with dx9 texturefx split nodes, where splitting a rgba texture still gets you a rgba texture
what do you think ?