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);