I'd like to build a custom OSL Emission shader which behaves as follows:
1) Input parameters:
- float Initial = 0 // minimum emission intensity
- float Final = 1 // maximum emission intensity
2) Output:
- output closure color Emission = 0
3) Applied to a plane with Origin at the left side edge it produces a light emission varying (linearly or by whatever else rule) from:
Initial at left side edge
to:
Final at right side edge
I've no problems applying the Initial rule but can't figure out how to apply the Final.
Initial emission is to be assigned at X=0 (in Object coordinates) but what about Final emission?
If I knew information about the size of the current object I could derive the rule to make the emission assume the Final value at the right edge.
Is there a way to get such information inside an OSL script?
Thank you.