@brurpo Those arealight corners can currently not be queried inside ShaderFX. They would need to be added (had no idea they were exposed to the API to be honest!)
Hey Kees! Sorry to bother, but I was checking maya docs and saw that dx11ShaderNode and GLSLShaderNode has the some uniform parameters. One of them is the following. AreaPosition0-3 float3/4 (dx11Shader) vec3/4 (glslShader) Position for the four corners of an area light. Is it possible to query this in shaderFx, maybe…
Thanks for your time kees! I love you! About the shadow map, I did a very simple custom code to show you what happens. As you can see by the node preview, the custom code compiles normally (float3 shadMap = SFX_TEXTURE0.Sample(SFX_SAMPLER0, uv);), but as soon as you connect it to a light loop, it throws an error:…
Shadow Map: Can you give a code example of the shadowmap issue? I don't completely understand what is happening for you. There shouldn't be anything generated that is not available during compile time, but I might be misunderstanding the issue. We use shadowmap information directly also in for example the…