I’ve made an underwater caustics material, using the normal map of my water surface, by means of tuning light source vector. I have prepared a vector node in advance for my teammate’s later input of light source vector, but I’m also considering adding multiple vector input for the calculating of material, using both the light source vector & the size of the light.
There’s no Matrix input for Materials by Default, though you could create one an engine-source level. The material editor doesn’t really have any exposed Matrix-related stuff. It’s all hidden away, I guess to keep the editor nice and easy for the unfamiliar majority.
You can go up to Vector4’s on Input, perhaps use the 4th as a Scalar input for the light radius? Cool material btw!
There’s no support for matrix types atm. If you were just going to use a matrix as a transform, you can do the vector / matrix multiply yourself with dot products. So you would pass in to the material the 4 float4 vectors that make up the material, then dot each one vector being transformed.