sim-assets / kitchen /Materials /MI_Table.mdl
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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_Table(
float Texture_Tiling = 1.0,
uniform texture_2d Normal = texture_2d("./Textures/DefaultMaterial_Normal_DirectX.png",::tex::gamma_linear)
[[sampler_normal()]],
float Albedo_Brightness = 1.0,
uniform texture_2d Albedo = texture_2d("./Textures/DefaultMaterial_Base_Color.png",::tex::gamma_srgb)
[[sampler_color()]],
float Roughness = 1.1,
uniform texture_2d Roughness_tp = texture_2d("./Textures/DefaultMaterial_Roughness.png",::tex::gamma_linear)
[[sampler_color()]],
uniform texture_2d AO = texture_2d("./Textures/DefaultMaterial_Mixed_AO.png",::tex::gamma_linear)
[[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);
float2 Local0 = (CustomizedUV0_mdl * Texture_Tiling);
float4 Local1 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat));
float3 Normal_mdl = float3(Local1.x,Local1.y,Local1.z);
float4 Local2 = tex::lookup_float4(Albedo,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local3 = (Albedo_Brightness * float3(Local2.x,Local2.y,Local2.z));
float4 Local4 = tex::lookup_float4(Roughness_tp,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local5 = (Roughness * float3(Local4.x,Local4.y,Local4.z));
float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
float OpacityMask_mdl = 1.0;
float3 BaseColor_mdl = Local3;
float Metallic_mdl = 0.0;
float Specular_mdl = 0.5;
float Roughness_mdl = Local5.x;
} 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);