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b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/DefaultMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..3215967a18a475fcd1f78eea728a45d774bc6bfe --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/DefaultMaterial.mdl @@ -0,0 +1,72 @@ +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 DefaultMaterial( +) + = + 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 / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/MI_Parquet_Floor.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/MI_Parquet_Floor.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0d2e99df6d8d7f473bf27645446864781189c849 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/MI_Parquet_Floor.mdl @@ -0,0 +1,63 @@ +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_Parquet_Floor( + float Texture_Tiling = 2.25, + uniform texture_2d Normal = texture_2d("./Textures/Parquet_Normal.png",::tex::gamma_linear) + [[sampler_normal()]], + float Albedo_Brightness = 0.7, + uniform texture_2d Albedo = texture_2d("./Textures/Parquet_Color.png",::tex::gamma_srgb) + [[sampler_color()]], + float Roughness = 1.1, + uniform texture_2d Roughness_tp = texture_2d("./Textures/Parquet_Rough.png",::tex::gamma_linear) + [[sampler_color()]], + uniform texture_2d AO = texture_2d("./Textures/Parquet_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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/MI_Table.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/MI_Table.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ac6f5efb6758c6e194942e9a50f2d9f63a7fd707 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/MI_Table.mdl @@ -0,0 +1,63 @@ +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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/MI_WhitePlastic.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/MI_WhitePlastic.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b590208d32b1d5ccf81e6612c629bab19d67cf0b --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/MI_WhitePlastic.mdl @@ -0,0 +1,65 @@ +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_WhitePlastic( + float Texture_Tiling = 1.0, + uniform texture_2d Normal = texture_2d("./Textures/WhitePlastic_Normal.png",::tex::gamma_linear) + [[sampler_normal()]], + float Albedo_Brightness = 0.85, + uniform texture_2d Albedo = texture_2d("./Textures/WhitePlastic_Color.png",::tex::gamma_srgb) + [[sampler_color()]], + float Roughness = 1.1, + uniform texture_2d Roughness_tp = texture_2d("./Textures/WhitePlastic_Rough.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); + + float Local0 = (-1.0 + 0.5); + float Local1 = (1.0 + 0.5); + float Local2 = math::lerp(float4(float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).x,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).y,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).z,Local1).x,float4(float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).x,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).y,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).z,Local1).y,CustomizedUV0_mdl.x); + float Local3 = math::lerp(float4(float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).x,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).y,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).z,Local1).z,float4(float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).x,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).y,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).z,Local1).w,CustomizedUV0_mdl.y); + float2 Local4 = (float2(Local2,Local3) * Texture_Tiling); + float4 Local5 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat)); + + float3 Normal_mdl = float3(Local5.x,Local5.y,Local5.z); + + float4 Local6 = tex::lookup_float4(Albedo,float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local7 = (Albedo_Brightness * float3(Local6.x,Local6.y,Local6.z)); + float4 Local8 = tex::lookup_float4(Roughness_tp,float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local9 = (Roughness * float3(Local8.x,Local8.y,Local8.z)); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local7; + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local9.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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/MI_WhitePlastic2.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/MI_WhitePlastic2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..707d9e1736d865680371c9350b772e524fbfa3be --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/MI_WhitePlastic2.mdl @@ -0,0 +1,65 @@ +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_WhitePlastic2( + float Texture_Tiling = 1.0, + uniform texture_2d Normal = texture_2d("./Textures/WhitePlastic_Normal.png",::tex::gamma_linear) + [[sampler_normal()]], + float Albedo_Brightness = 0.6, + uniform texture_2d Albedo = texture_2d("./Textures/WhitePlastic_Color.png",::tex::gamma_srgb) + [[sampler_color()]], + float Roughness = 1.1, + uniform texture_2d Roughness_tp = texture_2d("./Textures/WhitePlastic_Rough.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); + + float Local0 = (-1.0 + 0.5); + float Local1 = (1.0 + 0.5); + float Local2 = math::lerp(float4(float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).x,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).y,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).z,Local1).x,float4(float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).x,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).y,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).z,Local1).y,CustomizedUV0_mdl.x); + float Local3 = math::lerp(float4(float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).x,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).y,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).z,Local1).z,float4(float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).x,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).y,float3(float2(Local0,Local1).x,float2(Local0,Local1).y,Local0).z,Local1).w,CustomizedUV0_mdl.y); + float2 Local4 = (float2(Local2,Local3) * Texture_Tiling); + float4 Local5 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat)); + + float3 Normal_mdl = float3(Local5.x,Local5.y,Local5.z); + + float4 Local6 = tex::lookup_float4(Albedo,float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local7 = (Albedo_Brightness * float3(Local6.x,Local6.y,Local6.z)); + float4 Local8 = tex::lookup_float4(Roughness_tp,float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local9 = (Roughness * float3(Local8.x,Local8.y,Local8.z)); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local7; + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local9.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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/MI_WoodWall.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/MI_WoodWall.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7db769d4463d4ff804be9a945810441973d6ebcf --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/MI_WoodWall.mdl @@ -0,0 +1,61 @@ +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_WoodWall( + float Texture_Tiling = 1.0, + uniform texture_2d Normal = texture_2d("./Textures/WallWood_Normal.png",::tex::gamma_linear) + [[sampler_normal()]], + float Albedo_Brightness = 0.87, + uniform texture_2d Albedo = texture_2d("./Textures/WallWood_Color.png",::tex::gamma_srgb) + [[sampler_color()]], + float Roughness = 1.1, + uniform texture_2d Roughness_tp = texture_2d("./Textures/WallWood_Rough.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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/M_Emissive_Light.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/M_Emissive_Light.mdl new file mode 100644 index 0000000000000000000000000000000000000000..fdc46af85276e6999d4a4e5013e1c51a94b90bcf --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/M_Emissive_Light.mdl @@ -0,0 +1,48 @@ +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 M_Emissive_Light( + float4 Light_Color = float4(1.0,0.989514,0.94,0.0), + float Intensity = 1.0) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 Local0 = (float3(Light_Color.x,Light_Color.y,Light_Color.z) * Intensity); + + float3 EmissiveColor_mdl = Local0; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(0.0,0.0,0.0); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = 0.5; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/M_Glass.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/M_Glass.mdl new file mode 100644 index 0000000000000000000000000000000000000000..e63e761c6bc412df0f22ec43f9ca216de360813f --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/M_Glass.mdl @@ -0,0 +1,55 @@ +mdl 1.3; + +import math::*; +import state::*; +import tex::*; +import anno::*; +using OmniUe4Function import *; +using OmniUe4Translucent 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 M_Glass( + float4 ColorGlass = float4(0.0,0.001202,0.003303,1.0), + float Specular = 10.0, + float Roughness = 0.0, + float Opacity = 0.35, + uniform float Refraction = 1.4) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float Local0 = math::lerp(1.0,Refraction,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = float3(ColorGlass.x,ColorGlass.y,ColorGlass.z); + float Metallic_mdl = 0.0; + float Specular_mdl = Specular; + float Roughness_mdl = Roughness; + float2 Refraction_mdl = float2(Local0,Local0); + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/M_Sky_Panning_Clouds2.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/M_Sky_Panning_Clouds2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..51f315a299d6733e2d53d03ad68e416bc99fd868 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/M_Sky_Panning_Clouds2.mdl @@ -0,0 +1,117 @@ +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 M_Sky_Panning_Clouds2( + float4 ZenithColor = float4(0.085177,0.153746,0.35,1.0), + float Starsbrightness = 0.1, + float Sunheight = 1.0, + float4 Horizoncolor = float4(0.940601,1.0,1.0,1.0), + float HorizonFalloff = 3.0, + float4 Lightdirection = float4(-2.0,0.0,-1.0,1.0), + float SunRadius = 0.0003, + float4 Suncolor = float4(1.0,0.8,0.4,1.0), + float Sunbrightness = 50.0, + float4 Cloudcolor = float4(0.71685,0.782221,0.885,0.0), + float Cloudspeed = 0.1, + float Cloudopacity = 1.0, + float NoisePower1 = 1.0, + float NoisePower2 = 4.0, + float4 OverallColor = float4(1.0,1.0,1.0,1.0)) + = + 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 CustomizedUV1_mdl = float2(state::texture_coordinate(1).x,1.0-state::texture_coordinate(1).y); + + + + float2 Local0 = (CustomizedUV1_mdl * 12.0); + float4 Local1 = tex::lookup_float4(texture_2d("./Textures/T_Sky_Stars.png",::tex::gamma_srgb),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local2 = (float3(Local1.x,Local1.y,Local1.z) * Starsbrightness); + float3 Local3 = (Local2 * Sunheight); + float3 Local4 = (float3(ZenithColor.x,ZenithColor.y,ZenithColor.z) + Local3); + float Local5 = math::dot(::camera_vector(), float3(0.0,0.0,-1.0)); + float Local6 = math::min(math::max(Local5,0.0),1.0); + float Local7 = (1.0 - Local6); + float Local8 = math::pow(Local7,HorizonFalloff); + float Local9 = math::min(math::max(Local8,0.0),1.0); + float3 Local10 = math::lerp(Local4,float3(Horizoncolor.x,Horizoncolor.y,Horizoncolor.z),Local9); + float Local11 = math::dot(float3(Lightdirection.x,Lightdirection.y,Lightdirection.z), float3(Lightdirection.x,Lightdirection.y,Lightdirection.z)); + float Local12 = math::sqrt(Local11); + float3 Local13 = (float3(Lightdirection.x,Lightdirection.y,Lightdirection.z) / Local12); + float Local14 = math::dot(::camera_vector(), Local13); + float Local15 = (Local14 - 1.0); + float Local16 = math::abs(Local15); + float Local17 = math::max(0.00001,SunRadius); + float Local18 = (1.0 / Local17); + float Local19 = (Local16 * Local18); + float Local20 = (1.0 - Local19); + float Local21 = (Local20 * 1.0); + float Local22 = math::min(math::max(Local21,0.0),1.0); + float3 Local23 = (float3(Suncolor.x,Suncolor.y,Suncolor.z) * Sunbrightness); + float3 Local24 = (Local22 * Local23); + float3 Local25 = (Local10 + Local24); + float Local26 = (state::animation_time() * Cloudspeed); + float Local27 = (Local26 * 0.0002); + float Local28 = (Local26 * 0.0); + float2 Local29 = (float2(Local27,Local28) + CustomizedUV0_mdl); + float4 Local30 = tex::lookup_float4(texture_2d("./Textures/T_Sky_Blue.png",::tex::gamma_srgb),float2(Local29.x,1.0-Local29.y),tex::wrap_repeat,tex::wrap_repeat); + float Local31 = (Local26 * 0.001); + float2 Local32 = (float2(Local31,Local28) + CustomizedUV0_mdl); + float4 Local33 = ::greyscale_texture_lookup(tex::lookup_float4(texture_2d("./Textures/T_Sky_Clouds_M.png",::tex::gamma_srgb),float2(Local32.x,1.0-Local32.y),tex::wrap_repeat,tex::wrap_repeat)); + float Local34 = math::lerp(Local30.x,Local33.x,Local6); + float3 Local35 = ((state::transform_point(state::coordinate_internal,state::coordinate_world,state::position())*state::meters_per_scene_unit()*100.0) - float3(0)); + float Local36 = (100.0 * -0.1); + float3 Local37 = (Local35 / Local36); + float Local38 = math::min(math::max(Local37.z,0.0),1.0); + float Local39 = (1.0 - Local38); + float Local40 = (Local39 * Cloudopacity); + float Local41 = math::lerp(0.0,Local34,Local40); + float2 Local42 = (CustomizedUV0_mdl * 0.5); + float4 Local43 = ::greyscale_texture_lookup(tex::lookup_float4(texture_2d("./Textures/T_Sky_Clouds_M.png",::tex::gamma_srgb),float2(Local42.x,1.0-Local42.y),tex::wrap_repeat,tex::wrap_repeat)); + float Local44 = math::lerp(NoisePower1,NoisePower2,Local43.x); + float Local45 = math::pow(Local41,Local44); + float3 Local46 = (float3(Cloudcolor.x,Cloudcolor.y,Cloudcolor.z) * Local45); + float Local47 = math::max(0.00001,1.3); + float Local48 = (1.0 / Local47); + float Local49 = (Local16 * Local48); + float Local50 = (1.0 - Local49); + float Local51 = (Local50 * 1.0); + float Local52 = math::min(math::max(Local51,0.0),1.0); + float Local53 = math::pow(Local52,10.0); + float Local54 = math::min(math::max(Local53,0.0),1.0); + float3 Local55 = (Local54 * float3(Suncolor.x,Suncolor.y,Suncolor.z)); + float Local56 = (Local45 * Local45); + float Local57 = (Local56 * 0.4); + float3 Local58 = (Local55 * Local57); + float3 Local59 = (Local46 + Local58); + float Local60 = math::min(math::max(Local56,0.0),1.0); + float3 Local61 = math::lerp(Local25,Local59,Local60); + float3 Local62 = (Local61 * float3(OverallColor.x,OverallColor.y,OverallColor.z)); + float3 Local63 = (Local62 * 1.5); + + float3 EmissiveColor_mdl = Local63; + float OpacityMask_mdl = 1.0; + + } in + ::OmniUe4Base( + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false, + is_unlit: true); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/Textures/OmniUe4Base.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/Textures/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..5fc511f070aa1ae1fc48c102b577a0b2553aead0 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/Textures/OmniUe4Base.mdl @@ -0,0 +1,199 @@ +/****************************************************************************** + * Copyright 1986, 2019 NVIDIA ARC GmbH. All rights reserved. * + ****************************************************************************** + +Permission is hereby granted by NVIDIA Corporation ("NVIDIA"), free of charge, +to any person obtaining a copy of the sample definition code that uses our +Material Definition Language (the "MDL Materials"), to reproduce and distribute +the MDL Materials, including without limitation the rights to use, copy, merge, +publish, distribute, and sell modified and unmodified copies of the MDL +Materials, and to permit persons to whom the MDL Materials is furnished to do +so, in all cases solely for use with NVIDIA’s Material Definition Language, +subject to the following further conditions: + +1. The above copyright notices, this list of conditions, and the disclaimer +that follows shall be retained in all copies of one or more of the MDL +Materials, including in any software with which the MDL Materials are bundled, +redistributed, and/or sold, and included either as stand-alone text files, +human-readable headers or in the appropriate machine-readable metadata fields +within text or binary files as long as those fields can be easily viewed by the +user, as applicable. +2. The name of NVIDIA shall not be used to promote, endorse or advertise any +Modified Version without specific prior written permission, except a) to comply + with the notice requirements otherwise contained herein; or b) to acknowledge +the contribution(s) of NVIDIA. + +THE MDL MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS +OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, +TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA CORPORATION BE LIABLE FOR +ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, +INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF +CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE +THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS. +*/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed + +mdl 1.3; + +import df::*; +import state::*; +import math::*; +import tex::*; +import anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x + + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : final_normal); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_vcavities_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_vcavities_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : final_clearcoat_normal; + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: the_normal + ), + layer: df::microfacet_ggx_vcavities_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + cutout_opacity: opacity + ) +); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/Textures/OmniUe4Function.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/Textures/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a907ab1a7400e34e84c3a47aebeeb39b4bfe1fd4 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/Textures/OmniUe4Function.mdl @@ -0,0 +1,1166 @@ +/****************************************************************************** + * Copyright 1986, 2019 NVIDIA ARC GmbH. All rights reserved. * + ****************************************************************************** + +Permission is hereby granted by NVIDIA Corporation ("NVIDIA"), free of charge, +to any person obtaining a copy of the sample definition code that uses our +Material Definition Language (the "MDL Materials"), to reproduce and distribute +the MDL Materials, including without limitation the rights to use, copy, merge, +publish, distribute, and sell modified and unmodified copies of the MDL +Materials, and to permit persons to whom the MDL Materials is furnished to do +so, in all cases solely for use with NVIDIA’s Material Definition Language, +subject to the following further conditions: + +1. The above copyright notices, this list of conditions, and the disclaimer +that follows shall be retained in all copies of one or more of the MDL +Materials, including in any software with which the MDL Materials are bundled, +redistributed, and/or sold, and included either as stand-alone text files, +human-readable headers or in the appropriate machine-readable metadata fields +within text or binary files as long as those fields can be easily viewed by the +user, as applicable. +2. The name of NVIDIA shall not be used to promote, endorse or advertise any +Modified Version without specific prior written permission, except a) to comply + with the notice requirements otherwise contained herein; or b) to acknowledge +the contribution(s) of NVIDIA. + +THE MDL MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS +OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, +TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA CORPORATION BE LIABLE FOR +ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, +INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF +CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE +THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS. +*/ + +mdl 1.3; + +import df::*; +import state::*; +import math::*; +import tex::*; +import anno::*; + + +export float3x3 matrix_inverse(float3x3 matrix) +[[ + anno::description("Inverse the 3x3 matrix"), + anno::noinline() +]] +{ + float determinant = (matrix[0][0] * matrix[1][1] * matrix[2][2] + matrix[1][0] * matrix[2][1] * matrix[0][2] + matrix[2][0] * matrix[0][1] * matrix[1][2]) - (matrix[0][2] * matrix[1][1] * matrix[2][0] + matrix[1][2] * matrix[2][1] * matrix[0][0] + matrix[2][2] * matrix[0][1] * matrix[1][0]); + float rdet = 1.0f / determinant; + + float3x3 result; + + result[0][0] = rdet * (matrix[1][1] * matrix[2][2] - matrix[1][2] * matrix[2][1]); + result[0][1] = -rdet * (matrix[0][1] * matrix[2][2] - matrix[0][2] * matrix[2][1]); + result[0][2] = rdet * (matrix[0][1] * matrix[1][2] - matrix[0][2] * matrix[1][1]); + + result[1][0] = -rdet * (matrix[1][0] * matrix[2][2] - matrix[1][2] * matrix[2][0]); + result[1][1] = rdet * (matrix[0][0] * matrix[2][2] - matrix[0][2] * matrix[2][0]); + result[1][2] = -rdet * (matrix[0][0] * matrix[1][2] - matrix[0][2] * matrix[1][0]); + + result[2][0] = rdet * (matrix[1][0] * matrix[2][1] - matrix[1][1] * matrix[2][0]); + result[2][1] = -rdet * (matrix[0][0] * matrix[2][1] - matrix[0][1] * matrix[2][0]); + result[2][2] = rdet * (matrix[0][0] * matrix[1][1] - matrix[0][1] * matrix[1][0]); + + return result; +} + +export float3 transform_vector_from_tangent_to_world(float3 vector) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + float3x3 tangent_to_world = float3x3(state::texture_tangent_u(0), state::texture_tangent_v(0), state::normal()); + return tangent_to_world * vector; +} + +export float3 transform_vector_from_world_to_tangent(float3 vector) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3x3 tangent_to_world = float3x3(state::texture_tangent_u(0), state::texture_tangent_v(0), state::normal()); + + // inverse tangent to world matrix + float3x3 world_to_tangent = matrix_inverse(tangent_to_world); + + return world_to_tangent * vector; +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space() +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()); +} + +export float3 vertex_normal_world_space() +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()); +} + +export float3 landscape_normal_world_space() +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space() * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector() +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - state::transform_point(state::coordinate_internal,state::coordinate_world,state::position())); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector() + WorldNormal * math::dot(WorldNormal, camera_vector()) * 2.0; +} + +export float3 reflection_vector() +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()); + return reflection_custom_world_normal(normal, false); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/Textures/OmniUe4Translucent.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/Textures/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..42167744157e074e3339b98011bc9c8ef06248f8 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/Textures/OmniUe4Translucent.mdl @@ -0,0 +1,213 @@ +/****************************************************************************** + * Copyright 1986, 2019 NVIDIA ARC GmbH. All rights reserved. * + ****************************************************************************** + +Permission is hereby granted by NVIDIA Corporation ("NVIDIA"), free of charge, +to any person obtaining a copy of the sample definition code that uses our +Material Definition Language (the "MDL Materials"), to reproduce and distribute +the MDL Materials, including without limitation the rights to use, copy, merge, +publish, distribute, and sell modified and unmodified copies of the MDL +Materials, and to permit persons to whom the MDL Materials is furnished to do +so, in all cases solely for use with NVIDIA’s Material Definition Language, +subject to the following further conditions: + +1. The above copyright notices, this list of conditions, and the disclaimer +that follows shall be retained in all copies of one or more of the MDL +Materials, including in any software with which the MDL Materials are bundled, +redistributed, and/or sold, and included either as stand-alone text files, +human-readable headers or in the appropriate machine-readable metadata fields +within text or binary files as long as those fields can be easily viewed by the +user, as applicable. +2. The name of NVIDIA shall not be used to promote, endorse or advertise any +Modified Version without specific prior written permission, except a) to comply + with the notice requirements otherwise contained herein; or b) to acknowledge +the contribution(s) of NVIDIA. + +THE MDL MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS +OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, +TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA CORPORATION BE LIABLE FOR +ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, +INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF +CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE +THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS. +*/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf + +mdl 1.3; + +import df::*; +import state::*; +import math::*; +import tex::*; +import anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x + + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : final_normal); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_vcavities_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_vcavities_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: opacity_mask + ) +); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/WorldGridMaterial.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..97cfb957dd187e9169ba662ad0c5ecd51e36abdb --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Materials/WorldGridMaterial.mdl @@ -0,0 +1,72 @@ +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 WorldGridMaterial( +) + = + 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 / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Props/SM_Template_Map_Floor.usd 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"Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Props/Towel_Room01_wood_wall_6.usd", + "size": 3723 + }, + { + "key": "Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Props/Towel_Room01_wood_wall_7.usd", + "size": 3723 + }, + { + "key": "Assets/Isaac/5.1/Isaac/Environments/Simple_Room/Props/table_low.usd", + "size": 105767 + }, + { + "key": "Assets/Isaac/5.1/Isaac/Environments/Simple_Room/simple_room.usd", + "size": 1630266 + } + ] +} \ No newline at end of file diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_Barcode_0001.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_Barcode_0001.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96f5b3426ef60b9d3454fb8f8ebf55f8bd9df14 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_Barcode_0001.mdl @@ -0,0 +1,56 @@ +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_Barcode_0001( + uniform texture_2d BaseColor_Texture = texture_2d("./Textures/0001.png",::tex::gamma_srgb) + [[sampler_color()]], + float4 BaseColor_Tint = float4(1.0,1.0,1.0,1.0), + float Metallic = 0.05, + float Roughness = 0.3) +[[ + dither_masked_off() +]] + = + 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(BaseColor_Texture,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local1 = (float3(Local0.x,Local0.y,Local0.z) * float3(BaseColor_Tint.x,BaseColor_Tint.y,BaseColor_Tint.z)); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = (Local0.w - 0.3333) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local1; + float Metallic_mdl = Metallic; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_CardBoxB_05.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_CardBoxB_05.mdl new file mode 100644 index 0000000000000000000000000000000000000000..42d91a8413c352f9642230194630ca8532585bc7 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_CardBoxB_05.mdl @@ -0,0 +1,74 @@ +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_CardBoxB_05( + float U_Tiling = 1.0, + float V_Tiling = 1.0, + uniform texture_2d MainNormalInput = texture_2d("./Textures/T_CardBoxB_N.png",::tex::gamma_linear) + [[sampler_normal()]], + uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_CardBoxB_D.png",::tex::gamma_srgb) + [[sampler_color()]], + float Desaturation = 0.0, + float4 BaseColor_Tint = float4(0.550347,0.985011,1.0,1.0), + uniform texture_2d MergeMapInput = texture_2d("./Textures/T_CardBoxB_ORM.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 0.1, + float RoughnessMax = 0.9) + = + 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 * float2(U_Tiling,V_Tiling)); + + float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,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(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + + float Local3 = math::dot(float3(Local2.x,Local2.y,Local2.z), float3(0.3,0.59,0.11)); + + float3 Local4 = math::lerp(float3(Local2.x,Local2.y,Local2.z),float3(Local3,Local3,Local3),Desaturation); + + float3 Local5 = (Local4 * float3(BaseColor_Tint.x,BaseColor_Tint.y,BaseColor_Tint.z)); + + float4 Local6 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + + float Local7 = math::lerp(RoughnessMin,RoughnessMax,float3(Local6.x,Local6.y,Local6.z).y); + + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local5; + float Metallic_mdl = float3(Local6.x,Local6.y,Local6.z).z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local7; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_CeilingA_06b.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_CeilingA_06b.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a943be143b88642b193ab5ca6cd64eb6f1192566 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_CeilingA_06b.mdl @@ -0,0 +1,65 @@ +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_CeilingA_06b( + float4 MainTiling = float4(1.0,1.0,0.0,1.0), + uniform texture_2d MainNormalInput = texture_2d("./Textures/T_BeamsA_N.png",::tex::gamma_linear) + [[sampler_normal()]], + float4 ColorAlbedo = float4(0.145,0.145,0.145,0.0), + uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_Floor_01_D.png",::tex::gamma_srgb) + [[sampler_color()]], + uniform texture_2d MaskSelection = texture_2d("./Textures/T_BeamsA_M.png",::tex::gamma_linear) + [[sampler_masks()]], + uniform texture_2d MergeMapInput = texture_2d("./Textures/T_BeamsA_ORM.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 0.1, + float RoughnessMax = 0.9) + = + 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 = (float2(float3(MainTiling.x,MainTiling.y,MainTiling.z).x,float3(MainTiling.x,MainTiling.y,MainTiling.z).y) * CustomizedUV0_mdl); + float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,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(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float4 Local3 = tex::lookup_float4(MaskSelection,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local4 = math::lerp(float3(ColorAlbedo.x,ColorAlbedo.y,ColorAlbedo.z),float3(Local2.x,Local2.y,Local2.z),float3(Local3.x,Local3.y,Local3.z)); + float4 Local5 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(RoughnessMin,RoughnessMax,float3(Local5.x,Local5.y,Local5.z).y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local4; + float Metallic_mdl = float3(Local5.x,Local5.y,Local5.z).z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local6; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_CratePlasticA_03.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_CratePlasticA_03.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6fc413c3ca96e9f9a410bfdb6b597599b0cd80af --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_CratePlasticA_03.mdl @@ -0,0 +1,72 @@ +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_CratePlasticA_03( + float4 MainTiling = float4(1.0,1.0,0.0,1.0), + uniform texture_2d MainNormalInput = texture_2d("./Textures/T_CratePlastic_A_N.png",::tex::gamma_linear) + [[sampler_normal()]], + float4 ColorAlbedo = float4(0.0,0.123686,0.23,1.0), + uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_CratePlastic_A_D.png",::tex::gamma_srgb) + [[sampler_color()]], + uniform texture_2d MaskSelection = texture_2d("./Textures/T_CratePlastic_A_M.png",::tex::gamma_linear) + [[sampler_color()]], + uniform texture_2d MergeMapInput = texture_2d("./Textures/T_CratePlastic_A_ORM.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 0.1, + float RoughnessMax = 0.9) + = + 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 = (float2(float3(MainTiling.x,MainTiling.y,MainTiling.z).x,float3(MainTiling.x,MainTiling.y,MainTiling.z).y) * CustomizedUV0_mdl); + + float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,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(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + + float4 Local3 = tex::lookup_float4(MaskSelection,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + + float3 Local4 = math::lerp(float3(ColorAlbedo.x,ColorAlbedo.y,ColorAlbedo.z),float3(Local2.x,Local2.y,Local2.z),float3(Local3.x,Local3.y,Local3.z)); + + float4 Local5 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + + float Local6 = math::lerp(RoughnessMin,RoughnessMax,float3(Local5.x,Local5.y,Local5.z).y); + + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local4; + float Metallic_mdl = float3(Local5.x,Local5.y,Local5.z).z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local6; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_CratePlasticC_05.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_CratePlasticC_05.mdl new file mode 100644 index 0000000000000000000000000000000000000000..c43c78a8e823b6ee4d5d0e5092c7c60a467252c1 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_CratePlasticC_05.mdl @@ -0,0 +1,72 @@ +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_CratePlasticC_05( + float4 MainTiling = float4(1.0,1.0,0.0,1.0), + uniform texture_2d MainNormalInput = texture_2d("./Textures/T_CratePlastic_C_N.png",::tex::gamma_linear) + [[sampler_normal()]], + float4 ColorAlbedo = float4(0.035,0.035,0.035,1.0), + uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_CratePlastic_C_D.png",::tex::gamma_srgb) + [[sampler_color()]], + uniform texture_2d MaskSelection = texture_2d("./Textures/T_CratePlastic_C_M.png",::tex::gamma_linear) + [[sampler_masks()]], + uniform texture_2d MergeMapInput = texture_2d("./Textures/T_CratePlastic_C_ORM.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 0.1, + float RoughnessMax = 0.9) + = + 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 = (float2(float3(MainTiling.x,MainTiling.y,MainTiling.z).x,float3(MainTiling.x,MainTiling.y,MainTiling.z).y) * CustomizedUV0_mdl); + + float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,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(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + + float4 Local3 = tex::lookup_float4(MaskSelection,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + + float3 Local4 = math::lerp(float3(ColorAlbedo.x,ColorAlbedo.y,ColorAlbedo.z),float3(Local2.x,Local2.y,Local2.z),float3(Local3.x,Local3.y,Local3.z)); + + float4 Local5 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + + float Local6 = math::lerp(RoughnessMin,RoughnessMax,float3(Local5.x,Local5.y,Local5.z).y); + + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local4; + float Metallic_mdl = float3(Local5.x,Local5.y,Local5.z).z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local6; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_CratePlasticE_01.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_CratePlasticE_01.mdl new file mode 100644 index 0000000000000000000000000000000000000000..eab8ae9430f828b6fe7e8b128929ec217d3930c9 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_CratePlasticE_01.mdl @@ -0,0 +1,68 @@ +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_CratePlasticE_01( + uniform texture_2d MainNormalInput = texture_2d("./Textures/T_BarelPlasticA_N.png",::tex::gamma_linear) + [[sampler_normal()]], + float4 Body = float4(0.128,0.128,0.128,1.0), + uniform texture_2d MaskSelection = texture_2d("./Textures/T_BarelPlasticA_M.png",::tex::gamma_linear) + [[sampler_color()]], + float4 Handle = float4(0.128,0.128,0.128,1.0), + float4 Cap = float4(0.128,0.128,0.128,1.0), + uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_BarelPlasticA_D.png",::tex::gamma_srgb) + [[sampler_color()]], + uniform texture_2d MergeMapInput = texture_2d("./Textures/T_BarelPlasticA_ORM.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 0.1, + float RoughnessMax = 0.9) + = + 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); + + float4 Local0 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat)); + + float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z); + + float4 Local1 = tex::lookup_float4(MaskSelection,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local2 = math::lerp(float3(0.0,0.0,0.0),float3(Body.x,Body.y,Body.z),Local1.x); + float3 Local3 = math::lerp(Local2,float3(Handle.x,Handle.y,Handle.z),Local1.y); + float3 Local4 = math::lerp(Local3,float3(Cap.x,Cap.y,Cap.z),Local1.z); + float4 Local5 = tex::lookup_float4(AlbedoTexture,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local6 = math::lerp(Local4,float3(Local5.x,Local5.y,Local5.z),Local1.w); + float4 Local7 = tex::lookup_float4(MergeMapInput,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float Local8 = math::lerp(RoughnessMin,RoughnessMax,float3(Local7.x,Local7.y,Local7.z).y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local6; + float Metallic_mdl = float3(Local7.x,Local7.y,Local7.z).z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local8; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_Floor_01.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_Floor_01.mdl new file mode 100644 index 0000000000000000000000000000000000000000..e3d8c95eaa67aa6c466c265cff1c2101f9bd2f59 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_Floor_01.mdl @@ -0,0 +1,67 @@ +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_Floor_01( + float4 MainTiling = float4(1.0,1.0,0.0,1.0), + uniform texture_2d MainNormalInput = texture_2d("./Textures/T_Floor_01_N.png",::tex::gamma_linear) + [[sampler_normal()]], + float4 MainNormalStrenght = float4(1.0,1.0,0.9,1.0), + float4 ColorAlbedo = float4(0.145,0.145,0.145,0.0), + uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_Floor_01_D.png",::tex::gamma_srgb) + [[sampler_color()]], + uniform texture_2d MaskSelection = texture_2d("./Textures/T_Floor_01_M.png",::tex::gamma_linear) + [[sampler_masks()]], + uniform texture_2d MergeMapInput = texture_2d("./Textures/T_Floor_01_ORM.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 0.1, + float RoughnessMax = 0.9) + = + 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 = (float2(float3(MainTiling.x,MainTiling.y,MainTiling.z).x,float3(MainTiling.x,MainTiling.y,MainTiling.z).y) * CustomizedUV0_mdl); + float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local2 = (float3(Local1.x,Local1.y,Local1.z) * float3(MainNormalStrenght.x,MainNormalStrenght.y,MainNormalStrenght.z)); + + float3 Normal_mdl = Local2; + + float4 Local3 = tex::lookup_float4(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float4 Local4 = tex::lookup_float4(MaskSelection,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local5 = math::lerp(float3(ColorAlbedo.x,ColorAlbedo.y,ColorAlbedo.z),float3(Local3.x,Local3.y,Local3.z),float3(Local4.x,Local4.y,Local4.z)); + float4 Local6 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local7 = math::lerp(RoughnessMin,RoughnessMax,float3(Local6.x,Local6.y,Local6.z).y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local5; + float Metallic_mdl = float3(Local6.x,Local6.y,Local6.z).z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local7; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_Floor_02b.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_Floor_02b.mdl new file mode 100644 index 0000000000000000000000000000000000000000..8f42800872c4e11440899aba781d8a898ec56156 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_Floor_02b.mdl @@ -0,0 +1,67 @@ +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_Floor_02b( + float4 MainTiling = float4(1.0,1.0,0.0,1.0), + uniform texture_2d MainNormalInput = texture_2d("./Textures/T_Floor_01_N.png",::tex::gamma_linear) + [[sampler_normal()]], + float4 MainNormalStrenght = float4(1.0,1.0,0.9,1.0), + float4 ColorAlbedo = float4(0.006,0.018001,0.03,1.0), + uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_Floor_01_D.png",::tex::gamma_srgb) + [[sampler_color()]], + uniform texture_2d MaskSelection = texture_2d("./Textures/T_Floor_01_M.png",::tex::gamma_linear) + [[sampler_masks()]], + uniform texture_2d MergeMapInput = texture_2d("./Textures/T_Floor_01_ORM.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 0.25, + float RoughnessMax = 1.0) + = + 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 = (float2(float3(MainTiling.x,MainTiling.y,MainTiling.z).x,float3(MainTiling.x,MainTiling.y,MainTiling.z).y) * CustomizedUV0_mdl); + float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local2 = (float3(Local1.x,Local1.y,Local1.z) * float3(MainNormalStrenght.x,MainNormalStrenght.y,MainNormalStrenght.z)); + + float3 Normal_mdl = Local2; + + float4 Local3 = tex::lookup_float4(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float4 Local4 = tex::lookup_float4(MaskSelection,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local5 = math::lerp(float3(ColorAlbedo.x,ColorAlbedo.y,ColorAlbedo.z),float3(Local3.x,Local3.y,Local3.z),float3(Local4.x,Local4.y,Local4.z)); + float4 Local6 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local7 = math::lerp(RoughnessMin,RoughnessMax,float3(Local6.x,Local6.y,Local6.z).y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local5; + float Metallic_mdl = float3(Local6.x,Local6.y,Local6.z).z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local7; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_FrameA_01.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_FrameA_01.mdl new file mode 100644 index 0000000000000000000000000000000000000000..94d87d875bc763c876339ecbb059f91c60f3ab6a --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_FrameA_01.mdl @@ -0,0 +1,65 @@ +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_FrameA_01( + float4 MainTiling = float4(1.0,1.0,0.0,1.0), + uniform texture_2d MainNormalInput = texture_2d("./Textures/T_BeamsA_N.png",::tex::gamma_linear) + [[sampler_normal()]], + float4 ColorAlbedo = float4(0.145,0.145,0.145,0.0), + uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_Floor_01_D.png",::tex::gamma_srgb) + [[sampler_color()]], + uniform texture_2d MaskSelection = texture_2d("./Textures/T_BeamsA_M.png",::tex::gamma_linear) + [[sampler_masks()]], + uniform texture_2d MergeMapInput = texture_2d("./Textures/T_BeamsA_ORM.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 0.1, + float RoughnessMax = 0.9) + = + 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 = (float2(float3(MainTiling.x,MainTiling.y,MainTiling.z).x,float3(MainTiling.x,MainTiling.y,MainTiling.z).y) * CustomizedUV0_mdl); + float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,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(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float4 Local3 = tex::lookup_float4(MaskSelection,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local4 = math::lerp(float3(ColorAlbedo.x,ColorAlbedo.y,ColorAlbedo.z),float3(Local2.x,Local2.y,Local2.z),float3(Local3.x,Local3.y,Local3.z)); + float4 Local5 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(RoughnessMin,RoughnessMax,float3(Local5.x,Local5.y,Local5.z).y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local4; + float Metallic_mdl = float3(Local5.x,Local5.y,Local5.z).z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local6; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_LampCeilingA.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_LampCeilingA.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b1e8b73db49f16c0ebaad6caf20232c0fdc0f58e --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_LampCeilingA.mdl @@ -0,0 +1,66 @@ +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_LampCeilingA( + float U_Tiling = 1.0, + float V_Tiling = 1.0, + uniform texture_2d MainNormalInput = texture_2d("./Textures/T_Floor_01_N.png",::tex::gamma_linear) + [[sampler_normal()]], + uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_Floor_01_D.png",::tex::gamma_srgb) + [[sampler_color()]], + float Desaturation = 0.0, + float4 BaseColor_Tint = float4(1.0,1.0,1.0,1.0), + uniform texture_2d MergeMapInput = texture_2d("./Textures/Alum_Anodized_roughness.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 0.1, + float RoughnessMax = 0.9) + = + 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 * float2(U_Tiling,V_Tiling)); + float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,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(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local3 = math::dot(float3(Local2.x,Local2.y,Local2.z), float3(0.3,0.59,0.11)); + float3 Local4 = math::lerp(float3(Local2.x,Local2.y,Local2.z),float3(Local3,Local3,Local3),Desaturation); + float3 Local5 = (Local4 * float3(BaseColor_Tint.x,BaseColor_Tint.y,BaseColor_Tint.z)); + float4 Local6 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local7 = math::lerp(RoughnessMin,RoughnessMax,float3(Local6.x,Local6.y,Local6.z).y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local5; + float Metallic_mdl = float3(Local6.x,Local6.y,Local6.z).z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local7; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_PaperNotes_01.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_PaperNotes_01.mdl new file mode 100644 index 0000000000000000000000000000000000000000..60f880490e2595adef2b09e0e99ad652c88cb7ed --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_PaperNotes_01.mdl @@ -0,0 +1,51 @@ +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_PaperNotes_01( + float4 ColorAlbedo = float4(1.0,0.92926,0.86,1.0)) + = + 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(texture_2d("./Textures/T_PaperNotes_D.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local1 = (float3(ColorAlbedo.x,ColorAlbedo.y,ColorAlbedo.z) * float3(Local0.x,Local0.y,Local0.z)); + float4 Local2 = tex::lookup_float4(texture_2d("./Textures/T_PaperNotes_M.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local3 = math::lerp(Local1,float3(Local0.x,Local0.y,Local0.z),float3(Local2.x,Local2.y,Local2.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 = 0.7; + + } 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: true); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_PushcartA_01.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_PushcartA_01.mdl new file mode 100644 index 0000000000000000000000000000000000000000..97ce0e8c94d6c57041ce039c7d362746d358542a --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_PushcartA_01.mdl @@ -0,0 +1,68 @@ +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_PushcartA_01( + uniform texture_2d MainNormalInput = texture_2d("./Textures/T_BarelPlasticA_N.png",::tex::gamma_linear) + [[sampler_normal()]], + float4 Body = float4(0.128,0.128,0.128,1.0), + uniform texture_2d MaskSelection = texture_2d("./Textures/T_BarelPlasticA_M.png",::tex::gamma_linear) + [[sampler_color()]], + float4 Handle = float4(0.128,0.128,0.128,1.0), + float4 Cap = float4(0.128,0.128,0.128,1.0), + uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_BarelPlasticA_D.png",::tex::gamma_srgb) + [[sampler_color()]], + uniform texture_2d MergeMapInput = texture_2d("./Textures/T_BarelPlasticA_ORM.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 0.1, + float RoughnessMax = 0.9) + = + 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); + + float4 Local0 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat)); + + float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z); + + float4 Local1 = tex::lookup_float4(MaskSelection,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local2 = math::lerp(float3(0.0,0.0,0.0),float3(Body.x,Body.y,Body.z),Local1.x); + float3 Local3 = math::lerp(Local2,float3(Handle.x,Handle.y,Handle.z),Local1.y); + float3 Local4 = math::lerp(Local3,float3(Cap.x,Cap.y,Cap.z),Local1.z); + float4 Local5 = tex::lookup_float4(AlbedoTexture,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local6 = math::lerp(Local4,float3(Local5.x,Local5.y,Local5.z),Local1.w); + float4 Local7 = tex::lookup_float4(MergeMapInput,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float Local8 = math::lerp(RoughnessMin,RoughnessMax,float3(Local7.x,Local7.y,Local7.z).y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local6; + float Metallic_mdl = float3(Local7.x,Local7.y,Local7.z).z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local8; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_RackShield_01.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_RackShield_01.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f7580028af2efcff16b2890d8852f89b1103065a --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_RackShield_01.mdl @@ -0,0 +1,66 @@ +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_RackShield_01( + float U_Tiling = 1.0, + float V_Tiling = 1.0, + uniform texture_2d MainNormalInput = texture_2d("./Textures/T_Floor_01_N.png",::tex::gamma_linear) + [[sampler_normal()]], + uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_Floor_01_D.png",::tex::gamma_srgb) + [[sampler_color()]], + float Desaturation = 0.0, + float4 BaseColor_Tint = float4(1.0,1.0,1.0,1.0), + uniform texture_2d MergeMapInput = texture_2d("./Textures/Alum_Anodized_roughness.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 0.1, + float RoughnessMax = 0.9) + = + 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 * float2(U_Tiling,V_Tiling)); + float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,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(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local3 = math::dot(float3(Local2.x,Local2.y,Local2.z), float3(0.3,0.59,0.11)); + float3 Local4 = math::lerp(float3(Local2.x,Local2.y,Local2.z),float3(Local3,Local3,Local3),Desaturation); + float3 Local5 = (Local4 * float3(BaseColor_Tint.x,BaseColor_Tint.y,BaseColor_Tint.z)); + float4 Local6 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local7 = math::lerp(RoughnessMin,RoughnessMax,float3(Local6.x,Local6.y,Local6.z).y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local5; + float Metallic_mdl = float3(Local6.x,Local6.y,Local6.z).z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local7; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_SignB.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_SignB.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b44c4bdc792dce4e05c1da3415baf4339ec7dd07 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_SignB.mdl @@ -0,0 +1,49 @@ +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/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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_WallA_01.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_WallA_01.mdl new file mode 100644 index 0000000000000000000000000000000000000000..2cd63246febf8372d3b9bfb4690e4a48fecbd937 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_WallA_01.mdl @@ -0,0 +1,67 @@ +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_WallA_01( + float4 MainTiling = float4(1.3,1.3,0.0,0.0), + uniform texture_2d MainNormalInput = texture_2d("./Textures/T_WallA_01_N.png",::tex::gamma_linear) + [[sampler_normal()]], + float4 MainNormalStrenght = float4(1.0,1.0,0.9,1.0), + float4 ColorAlbedo = float4(0.56,0.56,0.56,0.0), + uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_WallA_01_D.png",::tex::gamma_srgb) + [[sampler_color()]], + uniform texture_2d MaskSelection = texture_2d("./Textures/T_BlankMask_M.png",::tex::gamma_linear) + [[sampler_masks()]], + uniform texture_2d MergeMapInput = texture_2d("./Textures/T_WallA_01_ORM.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 0.1, + float RoughnessMax = 0.9) + = + 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 = (float2(float3(MainTiling.x,MainTiling.y,MainTiling.z).x,float3(MainTiling.x,MainTiling.y,MainTiling.z).y) * CustomizedUV0_mdl); + float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local2 = (float3(Local1.x,Local1.y,Local1.z) * float3(MainNormalStrenght.x,MainNormalStrenght.y,MainNormalStrenght.z)); + + float3 Normal_mdl = Local2; + + float4 Local3 = tex::lookup_float4(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float4 Local4 = tex::lookup_float4(MaskSelection,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local5 = math::lerp(float3(ColorAlbedo.x,ColorAlbedo.y,ColorAlbedo.z),float3(Local3.x,Local3.y,Local3.z),float3(Local4.x,Local4.y,Local4.z)); + float4 Local6 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local7 = math::lerp(RoughnessMin,RoughnessMax,float3(Local6.x,Local6.y,Local6.z).y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local5; + float Metallic_mdl = float3(Local6.x,Local6.y,Local6.z).z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local7; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_WallA_03b.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_WallA_03b.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a482f46dc6e59dff348841577a05ec0d95aa3c1e --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_WallA_03b.mdl @@ -0,0 +1,67 @@ +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_WallA_03b( + float4 MainTiling = float4(1.3,1.3,0.0,0.0), + uniform texture_2d MainNormalInput = texture_2d("./Textures/T_WallA_01_N.png",::tex::gamma_linear) + [[sampler_normal()]], + float4 MainNormalStrenght = float4(1.0,1.0,0.9,1.0), + float4 ColorAlbedo = float4(0.231251,0.25,0.227749,1.0), + uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_WallA_01_D.png",::tex::gamma_srgb) + [[sampler_color()]], + uniform texture_2d MaskSelection = texture_2d("./Textures/T_WallA_01_M.png",::tex::gamma_linear) + [[sampler_masks()]], + uniform texture_2d MergeMapInput = texture_2d("./Textures/T_WallA_01_ORM.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 1.0, + float RoughnessMax = 1.0) + = + 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 = (float2(float3(MainTiling.x,MainTiling.y,MainTiling.z).x,float3(MainTiling.x,MainTiling.y,MainTiling.z).y) * CustomizedUV0_mdl); + float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local2 = (float3(Local1.x,Local1.y,Local1.z) * float3(MainNormalStrenght.x,MainNormalStrenght.y,MainNormalStrenght.z)); + + float3 Normal_mdl = Local2; + + float4 Local3 = tex::lookup_float4(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float4 Local4 = tex::lookup_float4(MaskSelection,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local5 = math::lerp(float3(ColorAlbedo.x,ColorAlbedo.y,ColorAlbedo.z),float3(Local3.x,Local3.y,Local3.z),float3(Local4.x,Local4.y,Local4.z)); + float4 Local6 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local7 = math::lerp(RoughnessMin,RoughnessMax,float3(Local6.x,Local6.y,Local6.z).y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local5; + float Metallic_mdl = float3(Local6.x,Local6.y,Local6.z).z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local7; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_WallB_01.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_WallB_01.mdl new file mode 100644 index 0000000000000000000000000000000000000000..4eb1aa937ba2e4b373ce599261ce780b52a2b701 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MI_WallB_01.mdl @@ -0,0 +1,67 @@ +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_WallB_01( + float4 MainTiling = float4(1.0,1.0,0.0,1.0), + uniform texture_2d MainNormalInput = texture_2d("./Textures/T_Floor_01_N.png",::tex::gamma_linear) + [[sampler_normal()]], + float4 MainNormalStrenght = float4(1.0,1.0,0.9,1.0), + float4 ColorAlbedo = float4(0.145,0.145,0.145,0.0), + uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_Floor_01_D.png",::tex::gamma_srgb) + [[sampler_color()]], + uniform texture_2d MaskSelection = texture_2d("./Textures/T_Floor_01_M.png",::tex::gamma_linear) + [[sampler_masks()]], + uniform texture_2d MergeMapInput = texture_2d("./Textures/T_Floor_01_ORM.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 0.1, + float RoughnessMax = 0.9) + = + 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 = (float2(float3(MainTiling.x,MainTiling.y,MainTiling.z).x,float3(MainTiling.x,MainTiling.y,MainTiling.z).y) * CustomizedUV0_mdl); + float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local2 = (float3(Local1.x,Local1.y,Local1.z) * float3(MainNormalStrenght.x,MainNormalStrenght.y,MainNormalStrenght.z)); + + float3 Normal_mdl = Local2; + + float4 Local3 = tex::lookup_float4(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float4 Local4 = tex::lookup_float4(MaskSelection,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local5 = math::lerp(float3(ColorAlbedo.x,ColorAlbedo.y,ColorAlbedo.z),float3(Local3.x,Local3.y,Local3.z),float3(Local4.x,Local4.y,Local4.z)); + float4 Local6 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local7 = math::lerp(RoughnessMin,RoughnessMax,float3(Local6.x,Local6.y,Local6.z).y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local5; + float Metallic_mdl = float3(Local6.x,Local6.y,Local6.z).z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local7; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_AisleSign.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_AisleSign.mdl new file mode 100644 index 0000000000000000000000000000000000000000..43be45bbc8c03decf6229dc4e419c7b98e4584d7 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_AisleSign.mdl @@ -0,0 +1,62 @@ +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 M_AisleSign( + uniform texture_2d Text = texture_2d("./Textures/AisleSign_Text_01.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); + + float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_AisleSign_N.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat)); + + float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z); + + float4 Local1 = tex::lookup_float4(Text,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local2 = (1.0 - float3(Local1.x,Local1.y,Local1.z)); + float3 Local3 = (Local2 * 2.0); + float4 Local4 = tex::lookup_float4(texture_2d("./Textures/T_AisleSign_D.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local5 = (1.0 - float3(Local4.x,Local4.y,Local4.z)); + float3 Local6 = (Local3 * Local5); + float3 Local7 = (1.0 - Local6); + float3 Local8 = (float3(Local1.x,Local1.y,Local1.z) * 2.0); + float3 Local9 = (Local8 * float3(Local4.x,Local4.y,Local4.z)); + float Local10 = ((float3(Local1.x,Local1.y,Local1.z).x >= 0.5) ? Local7.x : Local9.x); + float Local11 = ((float3(Local1.x,Local1.y,Local1.z).y >= 0.5) ? Local7.y : Local9.y); + float Local12 = ((float3(Local1.x,Local1.y,Local1.z).z >= 0.5) ? Local7.z : Local9.z); + float4 Local13 = tex::lookup_float4(texture_2d("./Textures/T_AisleSign_ORM.png",::tex::gamma_linear),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(float2(Local10,Local11).x,float2(Local10,Local11).y,Local12); + float Metallic_mdl = Local13.z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local13.y; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_Forklift.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_Forklift.mdl new file mode 100644 index 0000000000000000000000000000000000000000..df3927a718d78464797e275a56aaad0939a6460c --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_Forklift.mdl @@ -0,0 +1,54 @@ +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 M_Forklift( + float Brightness = 1.0, + float RoughnessMin = 0.15, + float RoughnessMax = 1.0) + = + 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); + + float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Forklift_N.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat)); + + float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z); + + float4 Local1 = tex::lookup_float4(texture_2d("./Textures/T_Forklift_D.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local2 = (float3(Local1.x,Local1.y,Local1.z) * Brightness); + float4 Local3 = tex::lookup_float4(texture_2d("./Textures/T_Forklift_ORM.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float Local4 = math::lerp(RoughnessMin,RoughnessMax,Local3.y); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local2; + float Metallic_mdl = Local3.z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local4; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_Glow.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_Glow.mdl new file mode 100644 index 0000000000000000000000000000000000000000..d2bfdd0752a4e730a54a62fe7c8e112311eff787 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_Glow.mdl @@ -0,0 +1,48 @@ +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 M_Glow( + float4 EmissiveColor = float4(0.28835,0.365,0.365,1.0), + float EmissiveStrength = 10.0) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 Local0 = (float3(EmissiveColor.x,EmissiveColor.y,EmissiveColor.z) * EmissiveStrength); + + float3 EmissiveColor_mdl = Local0; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(0.0,0.0,0.0); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = 0.5; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_TrafficCone.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_TrafficCone.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a9914397b0943cfdb63d2195ce08dd5e04fc2349 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_TrafficCone.mdl @@ -0,0 +1,57 @@ +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 M_TrafficCone( + float Param = 5.0) + = + 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); + + float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_TrafficCone_N.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat)); + + float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z); + + float4 Local1 = tex::lookup_float4(texture_2d("./Textures/T_TrafficCone_D.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float4 Local2 = tex::lookup_float4(texture_2d("./Textures/T_TrafficCone_Stripes.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local3 = (float3(Local1.x,Local1.y,Local1.z) * float3(Local2.x,Local2.y,Local2.z)); + float3 Local4 = (Local3 * Param); + float3 Local5 = ::transform_vector_from_tangent_to_world(float3(float3(Local0.x,Local0.y,Local0.z).x,float3(Local0.x,Local0.y,Local0.z).y,float3(Local0.x,Local0.y,Local0.z).z)); + float Local6 = ::fresnel(0.05, 0.1, Local5); + float Local7 = (1.0 - Local6); + float3 Local8 = (Local4 * Local7); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_TrafficCone_ORM.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + + float3 EmissiveColor_mdl = Local8; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local1.x,Local1.y,Local1.z); + float Metallic_mdl = Local9.z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local9.y; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_WallBoard_01.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_WallBoard_01.mdl new file mode 100644 index 0000000000000000000000000000000000000000..575a2093009d18c317d4a7de9fe5bbe7f208148f --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_WallBoard_01.mdl @@ -0,0 +1,64 @@ +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 M_WallBoard_01( + uniform texture_2d MainNormalInput = texture_2d("./Textures/T_WallBoard_01_N.png",::tex::gamma_linear) + [[sampler_normal()]], + uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_WallBoard_01_D.png",::tex::gamma_srgb) + [[sampler_color()]], + uniform texture_2d MergeMapInput = texture_2d("./Textures/T_WallBoard_01_ORM.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 0.1, + float RoughnessMax = 0.9, + uniform texture_2d AlphaSelection = texture_2d("./Textures/T_WallBoard_01_M.png",::tex::gamma_linear) + [[sampler_alpha()]]) +[[ + dither_masked_off() +]] + = + 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); + + float4 Local0 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat)); + + float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z); + + float4 Local1 = tex::lookup_float4(AlbedoTexture,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float4 Local2 = tex::lookup_float4(MergeMapInput,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float Local3 = math::lerp(RoughnessMin,RoughnessMax,float3(Local2.x,Local2.y,Local2.z).y); + float4 Local4 = ::greyscale_texture_lookup(tex::lookup_float4(AlphaSelection,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 = (float3(Local4.x,Local4.y,Local4.z).x - 0.3333) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = float3(Local1.x,Local1.y,Local1.z); + float Metallic_mdl = float3(Local2.x,Local2.y,Local2.z).z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local3; + + } 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: true); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_WetFloorSign.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_WetFloorSign.mdl new file mode 100644 index 0000000000000000000000000000000000000000..bdddaa2fc3b02aa986c6d162fdcc31ef6579451c --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/M_WetFloorSign.mdl @@ -0,0 +1,50 @@ +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 M_WetFloorSign( +) + = + 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); + + float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_WetFloorSign_N.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat)); + + float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z); + + float4 Local1 = tex::lookup_float4(texture_2d("./Textures/T_WetFloorSign_D.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float4 Local2 = tex::lookup_float4(texture_2d("./Textures/T_WetFloorSign_ORM.png",::tex::gamma_linear),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(Local1.x,Local1.y,Local1.z); + float Metallic_mdl = Local2.z; + float Specular_mdl = 0.5; + float Roughness_mdl = Local2.y; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MaterialInstanceDynamic_1220.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MaterialInstanceDynamic_1220.mdl new file mode 100644 index 0000000000000000000000000000000000000000..bdc9d3e57e05ce35bb1952f23c28b5b6a5be1997 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/MaterialInstanceDynamic_1220.mdl @@ -0,0 +1,80 @@ +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 MaterialInstanceDynamic_1220( + uniform texture_2d NormalMap_Box = texture_2d("./Textures/T_CardBoxA_N.png",::tex::gamma_linear) + [[sampler_normal()]], + float U_Tiling = 4.0, + float V_Tiling = 4.0, + float PlasticNormalAlpha = 0.75, + uniform texture_2d BaseColor_Box = texture_2d("./Textures/T_CardBoxA_D.png",::tex::gamma_srgb) + [[sampler_color()]], + float4 BaseColorBox_Tint = float4(1.0,1.0,1.0,1.0), + uniform texture_2d BaseColor_Plastic = texture_2d("./Textures/T_PlasticWrap_D.png",::tex::gamma_srgb) + [[sampler_color()]], + float4 BaseColorPlastic_Tint = float4(0.16,0.19,0.2,1.0), + float PlasticOpacity = 0.45, + uniform texture_2d MultiMap_Plastic = texture_2d("./Textures/T_PlasticWrap_ORM.png",::tex::gamma_linear) + [[sampler_color()]], + float RoughnessMin = 0.0, + float RoughnessMax = 0.05, + uniform texture_2d MultiMap_Box = texture_2d("./Textures/T_CardBoxA_ORM.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); + + float4 Local0 = ::unpack_normal_map(tex::lookup_float4(NormalMap_Box,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local1 = (CustomizedUV0_mdl * float2(U_Tiling,V_Tiling)); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_PlasticWrap_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = math::lerp(float3(Local0.x,Local0.y,Local0.z),float3(Local2.x,Local2.y,Local2.z),PlasticNormalAlpha); + + float3 Normal_mdl = Local3; + + float4 Local4 = tex::lookup_float4(BaseColor_Box,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local5 = (float3(Local4.x,Local4.y,Local4.z) * float3(BaseColorBox_Tint.x,BaseColorBox_Tint.y,BaseColorBox_Tint.z)); + float4 Local6 = tex::lookup_float4(BaseColor_Plastic,float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local7 = (float3(Local6.x,Local6.y,Local6.z) * float3(BaseColorPlastic_Tint.x,BaseColorPlastic_Tint.y,BaseColorPlastic_Tint.z)); + float Local8 = (1.0 - Local2.z); + float Local9 = (PlasticOpacity + Local8); + float Local10 = math::min(math::max(Local9,0.0),1.0); + float3 Local11 = math::lerp(Local5,Local7,Local10); + float4 Local12 = tex::lookup_float4(MultiMap_Plastic,float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::min(math::max(Local12.y,RoughnessMin),RoughnessMax); + float4 Local14 = tex::lookup_float4(MultiMap_Box,float2(Local1.x,1.0-Local1.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 = Local11; + float Metallic_mdl = Local12.z + Local14.z * 0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local13; + + } 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); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/OmniUe4Base.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..fa6a0729f700fdb986fe6bfe544139adfc3041bd --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/OmniUe4Base.mdl @@ -0,0 +1,195 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : final_normal); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : final_clearcoat_normal; + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/OmniUe4Function.mdl b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..dd9f564d26a9915db37e4eea65b0a56709a2af98 --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Materials/OmniUe4Function.mdl @@ -0,0 +1,1163 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3x3 matrix_inverse(float3x3 matrix) +[[ + anno::description("Inverse the 3x3 matrix"), + anno::noinline() +]] +{ + float determinant = (matrix[0][0] * matrix[1][1] * matrix[2][2] + matrix[1][0] * matrix[2][1] * matrix[0][2] + matrix[2][0] * matrix[0][1] * matrix[1][2]) - (matrix[0][2] * matrix[1][1] * matrix[2][0] + matrix[1][2] * matrix[2][1] * matrix[0][0] + matrix[2][2] * matrix[0][1] * matrix[1][0]); + float rdet = 1.0f / determinant; + + float3x3 result; + + result[0][0] = rdet * (matrix[1][1] * matrix[2][2] - matrix[1][2] * matrix[2][1]); + result[0][1] = -rdet * (matrix[0][1] * matrix[2][2] - matrix[0][2] * matrix[2][1]); + result[0][2] = rdet * (matrix[0][1] * matrix[1][2] - matrix[0][2] * matrix[1][1]); + + result[1][0] = -rdet * (matrix[1][0] * matrix[2][2] - matrix[1][2] * matrix[2][0]); + result[1][1] = rdet * (matrix[0][0] * matrix[2][2] - matrix[0][2] * matrix[2][0]); + result[1][2] = -rdet * (matrix[0][0] * matrix[1][2] - matrix[0][2] * matrix[1][0]); + + result[2][0] = rdet * (matrix[1][0] * matrix[2][1] - matrix[1][1] * matrix[2][0]); + result[2][1] = -rdet * (matrix[0][0] * matrix[2][1] - matrix[0][1] * matrix[2][0]); + result[2][2] = rdet * (matrix[0][0] * matrix[1][1] - matrix[0][1] * matrix[1][0]); + + return result; +} + +export float3 transform_vector_from_tangent_to_world(float3 vector) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + float3x3 tangent_to_world = float3x3(state::texture_tangent_u(0), -state::texture_tangent_v(0), state::normal()); + return tangent_to_world * vector; +} + +export float3 transform_vector_from_world_to_tangent(float3 vector) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + float3x3 tangent_to_world = float3x3(state::texture_tangent_u(0), -state::texture_tangent_v(0), state::normal()); + + // inverse tangent to world matrix + float3x3 world_to_tangent = matrix_inverse(tangent_to_world); + + return world_to_tangent * vector; +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space() +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()); +} + +export float3 vertex_normal_world_space() +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()); +} + +export float3 landscape_normal_world_space() +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space() * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector() +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - state::transform_point(state::coordinate_internal,state::coordinate_world,state::position())); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector() + WorldNormal * math::dot(WorldNormal, camera_vector()) * 2.0; +} + +export float3 reflection_vector() +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()); + return reflection_custom_world_normal(normal, false); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Stage/.thumbs/256x256/.warehouse_extras.usd.last_generated b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Stage/.thumbs/256x256/.warehouse_extras.usd.last_generated new file mode 100644 index 0000000000000000000000000000000000000000..fb6a3c9c2aafba393fcbfc4646f254f42a27befa --- /dev/null +++ b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Stage/.thumbs/256x256/.warehouse_extras.usd.last_generated @@ -0,0 +1 @@ +2023-12-12 16:47:23 \ No newline at end of file diff --git a/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Stage/.thumbs/warehouse_extras.thumb.usd b/code/third_party/omniverse_assets/Assets/Isaac/5.1/Isaac/Environments/Simple_Warehouse/Stage/.thumbs/warehouse_extras.thumb.usd new file mode 100644 index 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