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);