yinuochen-ubt
optimize part generation logic
614c3dc
mdl 1.3;
import ::math::*;
import ::state::*;
import ::tex::*;
import ::anno::*;
using OmniUe4Function import *;
using OmniUe4Base import *;
export annotation sampler_color();
export annotation sampler_normal();
export annotation sampler_grayscale();
export annotation sampler_alpha();
export annotation sampler_masks();
export annotation sampler_distancefield();
export annotation dither_masked_off();
export annotation world_space_normal();
export material MI_SignB(
uniform texture_2d TextureSelection = texture_2d("../textures/MI_SignB/T_SignsA_D.png",::tex::gamma_srgb)
[[sampler_color()]])
=
let {
float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
float2 CustomizedUV0_mdl = float2(state::texture_coordinate(0).x,1.0-state::texture_coordinate(0).y);
float3 Normal_mdl = float3(0.0,0.0,1.0);
float4 Local0 = tex::lookup_float4(TextureSelection,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
float OpacityMask_mdl = 1.0;
float3 BaseColor_mdl = float3(Local0.x,Local0.y,Local0.z);
float Metallic_mdl = 0.0;
float Specular_mdl = 0.2;
float Roughness_mdl = 0.125;
} in
::OmniUe4Base(
base_color: BaseColor_mdl,
metallic: Metallic_mdl,
roughness: Roughness_mdl,
specular: Specular_mdl,
normal: Normal_mdl,
opacity: OpacityMask_mdl,
emissive_color: EmissiveColor_mdl,
displacement: WorldPositionOffset_mdl,
two_sided: false);