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  1. .gitattributes +88 -0
  2. exported_maps/town01_official/HDRi_Neutral.dds +3 -0
  3. exported_maps/town01_official/Materials/Acer_Leaf_Two_Sided.mdl +56 -0
  4. exported_maps/town01_official/Materials/Acer_Trunk.mdl +52 -0
  5. exported_maps/town01_official/Materials/BasicShapeMaterial.mdl +54 -0
  6. exported_maps/town01_official/Materials/Block08Frames_1.mdl +53 -0
  7. exported_maps/town01_official/Materials/Block08Frames_2.mdl +45 -0
  8. exported_maps/town01_official/Materials/Block08Roof_1.mdl +53 -0
  9. exported_maps/town01_official/Materials/Block08Roof_2.mdl +53 -0
  10. exported_maps/town01_official/Materials/Block08Stairs_1.mdl +53 -0
  11. exported_maps/town01_official/Materials/Block08Wall_1.mdl +55 -0
  12. exported_maps/town01_official/Materials/Block08Wall_2.mdl +53 -0
  13. exported_maps/town01_official/Materials/Block08Win_1.mdl +53 -0
  14. exported_maps/town01_official/Materials/Chevrolet_WheelCover_Mat.mdl +56 -0
  15. exported_maps/town01_official/Materials/FoliageMasterMaterial_Inst.mdl +176 -0
  16. exported_maps/town01_official/Materials/Generical_Interior.mdl +49 -0
  17. exported_maps/town01_official/Materials/GlassInstance.mdl +60 -0
  18. exported_maps/town01_official/Materials/JeepWranglerRubicon_Bumper_Mat.mdl +55 -0
  19. exported_maps/town01_official/Materials/JeepWranglerRubicon_HubCap_mat.mdl +56 -0
  20. exported_maps/town01_official/Materials/JeepWranglerRubicon_Wheels_Mat.mdl +54 -0
  21. exported_maps/town01_official/Materials/JeepWranglerRubicon_bodyside_mat.mdl +55 -0
  22. exported_maps/town01_official/Materials/MI_AirConditioner_1.mdl +95 -0
  23. exported_maps/town01_official/Materials/MI_Asphalt_02.mdl +161 -0
  24. exported_maps/town01_official/Materials/MI_AutoMaterial_Town010.mdl +291 -0
  25. exported_maps/town01_official/Materials/MI_AutoMaterial_Town010_45.mdl +294 -0
  26. exported_maps/town01_official/Materials/MI_Awning02.mdl +95 -0
  27. exported_maps/town01_official/Materials/MI_Bench_ATM.mdl +206 -0
  28. exported_maps/town01_official/Materials/MI_BodyWStaticMesh3.mdl +350 -0
  29. exported_maps/town01_official/Materials/MI_BodyWStaticMesh7.mdl +366 -0
  30. exported_maps/town01_official/Materials/MI_Brick05.mdl +155 -0
  31. exported_maps/town01_official/Materials/MI_BusStop.mdl +139 -0
  32. exported_maps/town01_official/Materials/MI_Bush.mdl +234 -0
  33. exported_maps/town01_official/Materials/MI_CarLightGlass_VolkswagenT2_back.mdl +105 -0
  34. exported_maps/town01_official/Materials/MI_Concrete_02.mdl +208 -0
  35. exported_maps/town01_official/Materials/MI_Concrete_06.mdl +89 -0
  36. exported_maps/town01_official/Materials/MI_Dirt.mdl +255 -0
  37. exported_maps/town01_official/Materials/MI_GrassLeaf_01.mdl +151 -0
  38. exported_maps/town01_official/Materials/MI_GrassLeaf_04.mdl +151 -0
  39. exported_maps/town01_official/Materials/MI_Grass_01.mdl +127 -0
  40. exported_maps/town01_official/Materials/MI_House05Walls_1.mdl +138 -0
  41. exported_maps/town01_official/Materials/MI_NissanBodyWork2.mdl +352 -0
  42. exported_maps/town01_official/Materials/MI_StreetLightsOff.mdl +83 -0
  43. exported_maps/town01_official/Materials/MI_SwingCouch.mdl +98 -0
  44. exported_maps/town01_official/Materials/MI_VariousProps.mdl +137 -0
  45. exported_maps/town01_official/Materials/MI_WallMaster.mdl +124 -0
  46. exported_maps/town01_official/Materials/MI_Water_Lake.mdl +104 -0
  47. exported_maps/town01_official/Materials/MI_WetConcrete.mdl +311 -0
  48. exported_maps/town01_official/Materials/MI_WetSideWalk_1.mdl +298 -0
  49. exported_maps/town01_official/Materials/MI_WetSidewalk_2.mdl +278 -0
  50. exported_maps/town01_official/Materials/MI_WetSidewalk_4.mdl +331 -0
.gitattributes CHANGED
@@ -58,3 +58,91 @@ saved_model/**/* filter=lfs diff=lfs merge=lfs -text
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  # Video files - compressed
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  *.mp4 filter=lfs diff=lfs merge=lfs -text
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  *.webm filter=lfs diff=lfs merge=lfs -text
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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  # Video files - compressed
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  *.mp4 filter=lfs diff=lfs merge=lfs -text
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  *.webm filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/HDRi_Neutral.dds filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/Landscape_0.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/Landscape_4.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/Landscape_5.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Acer_02.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Apartment01_1.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Apartment02_1.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Ash_01.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_AtmCashier.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_AudiTT.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Beech.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Billboard1.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Billboard3.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Bin.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Block01_fixed.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Block04_fixed.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Block05.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Block06BaseFloor.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Block06Floor.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Block07_1_fixed.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Block08.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_BusStop.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Bush.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_ChevroletImpala.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_CoconutPalm_01.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_CoconutPalm_02.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_ConstructBuilding.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_ConstructionCone.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Cypress.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Cypress_Small.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_FanPalm_01.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_FanPalm_02.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_GasStation01.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_GuardShelter.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Hedge_01.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_House01.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_House04.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_House05.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_House06.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_House11.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_House12_1.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_House_13.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Japanese_Maple_03.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Japanese_Maple_04.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_JeepWranglerRubicon.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Mansion01.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Mansion02.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Mansion03.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Mansion04.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_NissanMicra.usd filter=lfs diff=lfs merge=lfs -text
111
+ exported_maps/town01_official/Props/SM_Pine_Bush.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Sassafras_01.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Sassafras_02.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Sassafras_03.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_SeatLeon.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_StreetBarrier.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_StreetBench.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Streetlight3_group2.usd filter=lfs diff=lfs merge=lfs -text
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+ exported_maps/town01_official/Props/SM_Streetlight3_group2_glass_ext.usd filter=lfs diff=lfs merge=lfs -text
120
+ exported_maps/town01_official/Props/SM_Streetlight3_group2_glass_int.usd filter=lfs diff=lfs merge=lfs -text
121
+ exported_maps/town01_official/Props/SM_Streetlight3_group3.usd filter=lfs diff=lfs merge=lfs -text
122
+ exported_maps/town01_official/Props/SM_TerracedHouse_1.usd filter=lfs diff=lfs merge=lfs -text
123
+ exported_maps/town01_official/Props/SM_Town01_Fence01.usd filter=lfs diff=lfs merge=lfs -text
124
+ exported_maps/town01_official/Props/SM_Town01_Fence02.usd filter=lfs diff=lfs merge=lfs -text
125
+ exported_maps/town01_official/Props/SM_Town01_Fence03.usd filter=lfs diff=lfs merge=lfs -text
126
+ exported_maps/town01_official/Props/SM_Town01_Fence06.usd filter=lfs diff=lfs merge=lfs -text
127
+ exported_maps/town01_official/Props/SM_Town01_Fence07.usd filter=lfs diff=lfs merge=lfs -text
128
+ exported_maps/town01_official/Props/SM_Town01_Fence08.usd filter=lfs diff=lfs merge=lfs -text
129
+ exported_maps/town01_official/Props/SM_Town01_Fence09.usd filter=lfs diff=lfs merge=lfs -text
130
+ exported_maps/town01_official/Props/SM_Town01_Pathwalk08.usd filter=lfs diff=lfs merge=lfs -text
131
+ exported_maps/town01_official/Props/SM_Town01_Pathwalk12.usd filter=lfs diff=lfs merge=lfs -text
132
+ exported_maps/town01_official/Props/SM_Town01_Pathwalk21.usd filter=lfs diff=lfs merge=lfs -text
133
+ exported_maps/town01_official/Props/SM_Town01_Pathwalk40.usd filter=lfs diff=lfs merge=lfs -text
134
+ exported_maps/town01_official/Props/SM_Town01_Pathwalk48.usd filter=lfs diff=lfs merge=lfs -text
135
+ exported_maps/town01_official/Props/SM_Town01_RoadUnique_Part1.usd filter=lfs diff=lfs merge=lfs -text
136
+ exported_maps/town01_official/Props/SM_Town01_Wall02.usd filter=lfs diff=lfs merge=lfs -text
137
+ exported_maps/town01_official/Props/SM_Town01_Wall03.usd filter=lfs diff=lfs merge=lfs -text
138
+ exported_maps/town01_official/Props/SM_Town01_Wall04.usd filter=lfs diff=lfs merge=lfs -text
139
+ exported_maps/town01_official/Props/SM_Town01_Wall05.usd filter=lfs diff=lfs merge=lfs -text
140
+ exported_maps/town01_official/Props/SM_Trampoline.usd filter=lfs diff=lfs merge=lfs -text
141
+ exported_maps/town01_official/Props/SM_TrashCan1.usd filter=lfs diff=lfs merge=lfs -text
142
+ exported_maps/town01_official/Props/SM_TreePine_1.usd filter=lfs diff=lfs merge=lfs -text
143
+ exported_maps/town01_official/Props/SM_TreePine_2.usd filter=lfs diff=lfs merge=lfs -text
144
+ exported_maps/town01_official/Props/SM_TreePine_3.usd filter=lfs diff=lfs merge=lfs -text
145
+ exported_maps/town01_official/Props/SM_Van_VolkswagenT2_parked.usd filter=lfs diff=lfs merge=lfs -text
146
+ exported_maps/town01_official/Props/SM_Willow_Bush.usd filter=lfs diff=lfs merge=lfs -text
147
+ exported_maps/town01_official/Props/SM_hedge_T03_24.usd filter=lfs diff=lfs merge=lfs -text
148
+ exported_maps/town01_official/Town01.usd filter=lfs diff=lfs merge=lfs -text
exported_maps/town01_official/HDRi_Neutral.dds ADDED

Git LFS Details

  • SHA256: 3967d7399753b02915222ed6fc1d33a59348cd5c292c3f8f7fc3eea57815cc9f
  • Pointer size: 133 Bytes
  • Size of remote file: 16.8 MB
exported_maps/town01_official/Materials/Acer_Leaf_Two_Sided.mdl ADDED
@@ -0,0 +1,56 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material Acer_Leaf_Two_Sided(
21
+ int MaxTexCoordIndex = 3
22
+ [[
23
+ anno::hidden()
24
+ ]])
25
+ [[
26
+ dither_masked_off()
27
+ ]]
28
+ =
29
+ let {
30
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
31
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
32
+
33
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/Acer_Leaf_Two_Sided_frontMapleLeaf_NRM.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
34
+
35
+ float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z);
36
+
37
+ float4 Local1 = tex::lookup_float4(texture_2d("./Textures/Acer_Leaf_Two_Sided_frontMapleLeaf.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
38
+ float4 Local2 = tex::lookup_float4(texture_2d("./Textures/Acer_Leaf_Two_Sided_back_G_mapleLeaf_alpha.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
39
+
40
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
41
+ float OpacityMask_mdl = (float3(Local2.x,Local2.y,Local2.z).x - 0.3333) < 0.0f ? 0.0f : 1.0f;
42
+ float3 BaseColor_mdl = float3(Local1.x,Local1.y,Local1.z);
43
+ float Metallic_mdl = 0.0;
44
+ float Specular_mdl = 0.5;
45
+ float Roughness_mdl = 0.5;
46
+
47
+ } in
48
+ ::OmniUe4Base(
49
+ base_color: BaseColor_mdl,
50
+ metallic: Metallic_mdl,
51
+ roughness: Roughness_mdl,
52
+ specular: Specular_mdl,
53
+ normal: Normal_mdl,
54
+ opacity: OpacityMask_mdl,
55
+ emissive_color: EmissiveColor_mdl,
56
+ two_sided: false);
exported_maps/town01_official/Materials/Acer_Trunk.mdl ADDED
@@ -0,0 +1,52 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material Acer_Trunk(
21
+ int MaxTexCoordIndex = 3
22
+ [[
23
+ anno::hidden()
24
+ ]])
25
+ =
26
+ let {
27
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
28
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
29
+
30
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/Acer_Trunk_White_Oak_02_LR_TR_NOR.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
31
+
32
+ float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z);
33
+
34
+ float4 Local1 = tex::lookup_float4(texture_2d("./Textures/AcerSaccharum_Main_Trunk_BaseColor.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
35
+
36
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
37
+ float OpacityMask_mdl = 1.0;
38
+ float3 BaseColor_mdl = float3(Local1.x,Local1.y,Local1.z);
39
+ float Metallic_mdl = 0.0;
40
+ float Specular_mdl = 0.5;
41
+ float Roughness_mdl = 0.5;
42
+
43
+ } in
44
+ ::OmniUe4Base(
45
+ base_color: BaseColor_mdl,
46
+ metallic: Metallic_mdl,
47
+ roughness: Roughness_mdl,
48
+ specular: Specular_mdl,
49
+ normal: Normal_mdl,
50
+ opacity: OpacityMask_mdl,
51
+ emissive_color: EmissiveColor_mdl,
52
+ two_sided: false);
exported_maps/town01_official/Materials/BasicShapeMaterial.mdl ADDED
@@ -0,0 +1,54 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material BasicShapeMaterial(
21
+ float4 Color = float4(1.0,1.0,1.0,1.0)
22
+ [[
23
+ anno::display_name("Color"),
24
+ anno::ui_order(32)
25
+ ]],
26
+ float Roughness = 0.6407
27
+ [[
28
+ anno::display_name("Roughness"),
29
+ anno::ui_order(32)
30
+ ]])
31
+ =
32
+ let {
33
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
34
+
35
+
36
+ float3 Normal_mdl = float3(0.0,0.0,1.0);
37
+
38
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
39
+ float OpacityMask_mdl = 1.0;
40
+ float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z);
41
+ float Metallic_mdl = 0.0;
42
+ float Specular_mdl = 0.5;
43
+ float Roughness_mdl = Roughness;
44
+
45
+ } in
46
+ ::OmniUe4Base(
47
+ base_color: BaseColor_mdl,
48
+ metallic: Metallic_mdl,
49
+ roughness: Roughness_mdl,
50
+ specular: Specular_mdl,
51
+ normal: Normal_mdl,
52
+ opacity: OpacityMask_mdl,
53
+ emissive_color: EmissiveColor_mdl,
54
+ two_sided: false);
exported_maps/town01_official/Materials/Block08Frames_1.mdl ADDED
@@ -0,0 +1,53 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material Block08Frames_1(
21
+ int MaxTexCoordIndex = 3
22
+ [[
23
+ anno::hidden()
24
+ ]])
25
+ =
26
+ let {
27
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
28
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
29
+
30
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/Block08Frames_1_n.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
31
+
32
+ float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z);
33
+
34
+ float4 Local1 = tex::lookup_float4(texture_2d("./Textures/Block08Frames_1_d.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
35
+ float4 Local2 = tex::lookup_float4(texture_2d("./Textures/Block08Frames_1_orm.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
36
+
37
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
38
+ float OpacityMask_mdl = 1.0;
39
+ float3 BaseColor_mdl = float3(Local1.x,Local1.y,Local1.z);
40
+ float Metallic_mdl = Local2.z;
41
+ float Specular_mdl = 0.5;
42
+ float Roughness_mdl = Local2.y;
43
+
44
+ } in
45
+ ::OmniUe4Base(
46
+ base_color: BaseColor_mdl,
47
+ metallic: Metallic_mdl,
48
+ roughness: Roughness_mdl,
49
+ specular: Specular_mdl,
50
+ normal: Normal_mdl,
51
+ opacity: OpacityMask_mdl,
52
+ emissive_color: EmissiveColor_mdl,
53
+ two_sided: false);
exported_maps/town01_official/Materials/Block08Frames_2.mdl ADDED
@@ -0,0 +1,45 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material Block08Frames_2(
21
+ )
22
+ =
23
+ let {
24
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
25
+
26
+
27
+ float3 Normal_mdl = float3(0.0,0.0,1.0);
28
+
29
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
30
+ float OpacityMask_mdl = 1.0;
31
+ float3 BaseColor_mdl = float3(0.0,0.0,0.0);
32
+ float Metallic_mdl = 0.0;
33
+ float Specular_mdl = 0.5;
34
+ float Roughness_mdl = 0.5;
35
+
36
+ } in
37
+ ::OmniUe4Base(
38
+ base_color: BaseColor_mdl,
39
+ metallic: Metallic_mdl,
40
+ roughness: Roughness_mdl,
41
+ specular: Specular_mdl,
42
+ normal: Normal_mdl,
43
+ opacity: OpacityMask_mdl,
44
+ emissive_color: EmissiveColor_mdl,
45
+ two_sided: false);
exported_maps/town01_official/Materials/Block08Roof_1.mdl ADDED
@@ -0,0 +1,53 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material Block08Roof_1(
21
+ int MaxTexCoordIndex = 3
22
+ [[
23
+ anno::hidden()
24
+ ]])
25
+ =
26
+ let {
27
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
28
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
29
+
30
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/Block08Roof_1_n.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
31
+
32
+ float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z);
33
+
34
+ float4 Local1 = tex::lookup_float4(texture_2d("./Textures/Block08Roof_1_d.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
35
+ float4 Local2 = tex::lookup_float4(texture_2d("./Textures/Block08Roof_1_orm.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
36
+
37
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
38
+ float OpacityMask_mdl = 1.0;
39
+ float3 BaseColor_mdl = float3(Local1.x,Local1.y,Local1.z);
40
+ float Metallic_mdl = Local2.z;
41
+ float Specular_mdl = 0.5;
42
+ float Roughness_mdl = Local2.y;
43
+
44
+ } in
45
+ ::OmniUe4Base(
46
+ base_color: BaseColor_mdl,
47
+ metallic: Metallic_mdl,
48
+ roughness: Roughness_mdl,
49
+ specular: Specular_mdl,
50
+ normal: Normal_mdl,
51
+ opacity: OpacityMask_mdl,
52
+ emissive_color: EmissiveColor_mdl,
53
+ two_sided: false);
exported_maps/town01_official/Materials/Block08Roof_2.mdl ADDED
@@ -0,0 +1,53 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material Block08Roof_2(
21
+ int MaxTexCoordIndex = 3
22
+ [[
23
+ anno::hidden()
24
+ ]])
25
+ =
26
+ let {
27
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
28
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
29
+
30
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/Block08Roof_2_n.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
31
+
32
+ float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z);
33
+
34
+ float4 Local1 = tex::lookup_float4(texture_2d("./Textures/Block08Roof_2_d.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
35
+ float4 Local2 = tex::lookup_float4(texture_2d("./Textures/Block08Roof_2_orm.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
36
+
37
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
38
+ float OpacityMask_mdl = 1.0;
39
+ float3 BaseColor_mdl = float3(Local1.x,Local1.y,Local1.z);
40
+ float Metallic_mdl = Local2.z;
41
+ float Specular_mdl = 0.5;
42
+ float Roughness_mdl = Local2.y;
43
+
44
+ } in
45
+ ::OmniUe4Base(
46
+ base_color: BaseColor_mdl,
47
+ metallic: Metallic_mdl,
48
+ roughness: Roughness_mdl,
49
+ specular: Specular_mdl,
50
+ normal: Normal_mdl,
51
+ opacity: OpacityMask_mdl,
52
+ emissive_color: EmissiveColor_mdl,
53
+ two_sided: false);
exported_maps/town01_official/Materials/Block08Stairs_1.mdl ADDED
@@ -0,0 +1,53 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material Block08Stairs_1(
21
+ int MaxTexCoordIndex = 3
22
+ [[
23
+ anno::hidden()
24
+ ]])
25
+ =
26
+ let {
27
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
28
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
29
+
30
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/Block08Stairs_1_n.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
31
+
32
+ float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z);
33
+
34
+ float4 Local1 = tex::lookup_float4(texture_2d("./Textures/Block08Stairs_1_d.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
35
+ float4 Local2 = tex::lookup_float4(texture_2d("./Textures/Block08Stairs_1_orm.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
36
+
37
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
38
+ float OpacityMask_mdl = 1.0;
39
+ float3 BaseColor_mdl = float3(Local1.x,Local1.y,Local1.z);
40
+ float Metallic_mdl = Local2.z;
41
+ float Specular_mdl = 0.5;
42
+ float Roughness_mdl = Local2.y;
43
+
44
+ } in
45
+ ::OmniUe4Base(
46
+ base_color: BaseColor_mdl,
47
+ metallic: Metallic_mdl,
48
+ roughness: Roughness_mdl,
49
+ specular: Specular_mdl,
50
+ normal: Normal_mdl,
51
+ opacity: OpacityMask_mdl,
52
+ emissive_color: EmissiveColor_mdl,
53
+ two_sided: false);
exported_maps/town01_official/Materials/Block08Wall_1.mdl ADDED
@@ -0,0 +1,55 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material Block08Wall_1(
21
+ int MaxTexCoordIndex = 3
22
+ [[
23
+ anno::hidden()
24
+ ]])
25
+ =
26
+ let {
27
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
28
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
29
+
30
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/Block08Wall_1_n.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
31
+
32
+ float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z);
33
+
34
+ float2 Local1 = (CustomizedUV0_mdl * 1.5);
35
+ float4 Local2 = tex::lookup_float4(texture_2d("./Textures/Block08Wall_1_d.png",::tex::gamma_srgb),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat);
36
+ float4 Local3 = tex::lookup_float4(texture_2d("./Textures/Block08Wall_1_orm.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
37
+ float Local4 = (Local3.y * 7.0);
38
+
39
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
40
+ float OpacityMask_mdl = 1.0;
41
+ float3 BaseColor_mdl = float3(Local2.x,Local2.y,Local2.z);
42
+ float Metallic_mdl = Local3.z;
43
+ float Specular_mdl = 0.5;
44
+ float Roughness_mdl = Local4;
45
+
46
+ } in
47
+ ::OmniUe4Base(
48
+ base_color: BaseColor_mdl,
49
+ metallic: Metallic_mdl,
50
+ roughness: Roughness_mdl,
51
+ specular: Specular_mdl,
52
+ normal: Normal_mdl,
53
+ opacity: OpacityMask_mdl,
54
+ emissive_color: EmissiveColor_mdl,
55
+ two_sided: false);
exported_maps/town01_official/Materials/Block08Wall_2.mdl ADDED
@@ -0,0 +1,53 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material Block08Wall_2(
21
+ int MaxTexCoordIndex = 3
22
+ [[
23
+ anno::hidden()
24
+ ]])
25
+ =
26
+ let {
27
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
28
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
29
+
30
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/Block08Wall_2_n.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
31
+
32
+ float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z);
33
+
34
+ float4 Local1 = tex::lookup_float4(texture_2d("./Textures/Block08Wall_2_d.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
35
+ float4 Local2 = tex::lookup_float4(texture_2d("./Textures/Block08Wall_2_orm.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
36
+
37
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
38
+ float OpacityMask_mdl = 1.0;
39
+ float3 BaseColor_mdl = float3(Local1.x,Local1.y,Local1.z);
40
+ float Metallic_mdl = Local2.z;
41
+ float Specular_mdl = 0.5;
42
+ float Roughness_mdl = Local2.y;
43
+
44
+ } in
45
+ ::OmniUe4Base(
46
+ base_color: BaseColor_mdl,
47
+ metallic: Metallic_mdl,
48
+ roughness: Roughness_mdl,
49
+ specular: Specular_mdl,
50
+ normal: Normal_mdl,
51
+ opacity: OpacityMask_mdl,
52
+ emissive_color: EmissiveColor_mdl,
53
+ two_sided: false);
exported_maps/town01_official/Materials/Block08Win_1.mdl ADDED
@@ -0,0 +1,53 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material Block08Win_1(
21
+ int MaxTexCoordIndex = 3
22
+ [[
23
+ anno::hidden()
24
+ ]])
25
+ =
26
+ let {
27
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
28
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
29
+
30
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/Block08Win_1_n.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
31
+
32
+ float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z);
33
+
34
+ float4 Local1 = tex::lookup_float4(texture_2d("./Textures/Block08Win_1_d.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
35
+ float4 Local2 = tex::lookup_float4(texture_2d("./Textures/Block08Win_1_orm.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
36
+
37
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
38
+ float OpacityMask_mdl = 1.0;
39
+ float3 BaseColor_mdl = float3(Local1.x,Local1.y,Local1.z);
40
+ float Metallic_mdl = Local2.z;
41
+ float Specular_mdl = 0.5;
42
+ float Roughness_mdl = Local2.y;
43
+
44
+ } in
45
+ ::OmniUe4Base(
46
+ base_color: BaseColor_mdl,
47
+ metallic: Metallic_mdl,
48
+ roughness: Roughness_mdl,
49
+ specular: Specular_mdl,
50
+ normal: Normal_mdl,
51
+ opacity: OpacityMask_mdl,
52
+ emissive_color: EmissiveColor_mdl,
53
+ two_sided: false);
exported_maps/town01_official/Materials/Chevrolet_WheelCover_Mat.mdl ADDED
@@ -0,0 +1,56 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material Chevrolet_WheelCover_Mat(
21
+ int MaxTexCoordIndex = 3
22
+ [[
23
+ anno::hidden()
24
+ ]])
25
+ =
26
+ let {
27
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
28
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
29
+
30
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/Vh_Car_ChevroletImpala_CoverWheelMat_Normal.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
31
+ float3 Local1 = math::lerp(float3(Local0.x,Local0.y,Local0.z),float3(0.0,0.0,1.0),0.6);
32
+
33
+ float3 Normal_mdl = Local1;
34
+
35
+ float4 Local2 = tex::lookup_float4(texture_2d("./Textures/Vh_Car_ChevroletImpala_CoverWheelMat_BaseColor.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
36
+ float4 Local3 = tex::lookup_float4(texture_2d("./Textures/Vh_Car_ChevroletImpala_CoverWheelMat_ORM.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
37
+ float Local4 = (Local3.z * 2.0);
38
+ float Local5 = (Local3.y * 3.0);
39
+
40
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
41
+ float OpacityMask_mdl = 1.0;
42
+ float3 BaseColor_mdl = float3(Local2.x,Local2.y,Local2.z);
43
+ float Metallic_mdl = Local4;
44
+ float Specular_mdl = 0.5;
45
+ float Roughness_mdl = Local5;
46
+
47
+ } in
48
+ ::OmniUe4Base(
49
+ base_color: BaseColor_mdl,
50
+ metallic: Metallic_mdl,
51
+ roughness: Roughness_mdl,
52
+ specular: Specular_mdl,
53
+ normal: Normal_mdl,
54
+ opacity: OpacityMask_mdl,
55
+ emissive_color: EmissiveColor_mdl,
56
+ two_sided: false);
exported_maps/town01_official/Materials/FoliageMasterMaterial_Inst.mdl ADDED
@@ -0,0 +1,176 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Subsurface import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material FoliageMasterMaterial_Inst(
21
+ float NormalFlatness = 0.0
22
+ [[
23
+ anno::display_name("NormalFlatness"),
24
+ anno::ui_order(32),
25
+ anno::in_group("Control"),
26
+ anno::soft_range(0.0, 1.0)
27
+ ]],
28
+ uniform texture_2d BaseColor = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
29
+ [[
30
+ anno::display_name("BaseColor"),
31
+ anno::ui_order(32),
32
+ anno::in_group("General"),
33
+ sampler_color()
34
+ ]],
35
+ float Roughness = 1.0
36
+ [[
37
+ anno::display_name("Roughness"),
38
+ anno::ui_order(32),
39
+ anno::in_group("Control"),
40
+ anno::soft_range(0.0, 1.0)
41
+ ]],
42
+ float Transparency = 0.0
43
+ [[
44
+ anno::display_name("Transparency"),
45
+ anno::ui_order(32),
46
+ anno::in_group("Control"),
47
+ anno::soft_range(-1.0, 1.0)
48
+ ]],
49
+ float VisualTime = 0.0
50
+ [[
51
+ anno::display_name("VisualTime")
52
+ ]],
53
+ float WildParameterMultiplyer = 1.0
54
+ [[
55
+ anno::display_name("WildParameterMultiplyer"),
56
+ anno::ui_order(32),
57
+ anno::soft_range(0.0, 1.0)
58
+ ]],
59
+ float WindIntensity = 0.0
60
+ [[
61
+ anno::display_name("WindIntensity")
62
+ ]],
63
+ int MaxTexCoordIndex = 3
64
+ [[
65
+ anno::hidden()
66
+ ]],
67
+ float4 SubsurfaceValue = float4(0.364498,1.0,0.0,1.0)
68
+ [[
69
+ anno::display_name("SubsurfaceValue"),
70
+ anno::ui_order(32),
71
+ anno::in_group("General")
72
+ ]],
73
+ float SubsurfaceScatteringMultiplier = 5.0
74
+ [[
75
+ anno::display_name("SubsurfaceScatteringMultiplier"),
76
+ anno::ui_order(32),
77
+ anno::in_group("Control")
78
+ ]],
79
+ float Param = 25684.0
80
+ [[
81
+ anno::display_name("Param"),
82
+ anno::ui_order(32)
83
+ ]])
84
+ [[
85
+ dither_masked_off(),
86
+ distill_off()
87
+ ]]
88
+ =
89
+ let {
90
+ float Local4 = math::dot(float3(float4(0.0,1.0,0.0,1.0).x,float4(0.0,1.0,0.0,1.0).y,float4(0.0,1.0,0.0,1.0).z), float3(float4(0.0,1.0,0.0,1.0).x,float4(0.0,1.0,0.0,1.0).y,float4(0.0,1.0,0.0,1.0).z));
91
+ float Local5 = math::sqrt(Local4);
92
+ float3 Local6 = (float3(float4(0.0,1.0,0.0,1.0).x,float4(0.0,1.0,0.0,1.0).y,float4(0.0,1.0,0.0,1.0).z) / Local5);
93
+ float Local7 = (VisualTime * 1.0);
94
+ float Local8 = (Local7 * -0.5);
95
+ float Local9 = (float4(0.0,1.0,0.0,1.0).w * Local8);
96
+ float3 Local10 = (Local6 * Local9);
97
+ float3 Local11 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) / 1024.0);
98
+ float3 Local12 = (Local10 + Local11);
99
+ float3 Local13 = (Local12 + 0.5);
100
+ float3 Local14 = math::frac(Local13);
101
+ float3 Local15 = (Local14 * 2.0);
102
+ float3 Local16 = (Local15 + -1.0);
103
+ float3 Local17 = math::abs(Local16);
104
+ float3 Local18 = (Local17 * 2.0);
105
+ float3 Local19 = (3.0 - Local18);
106
+ float3 Local20 = (Local19 * Local17);
107
+ float3 Local21 = (Local20 * Local17);
108
+ float Local22 = math::dot(Local6, Local21);
109
+ float3 Local23 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) / 200.0);
110
+ float3 Local24 = (Local9 + Local23);
111
+ float3 Local25 = (Local24 + 0.5);
112
+ float3 Local26 = math::frac(Local25);
113
+ float3 Local27 = (Local26 * 2.0);
114
+ float3 Local28 = (Local27 + -1.0);
115
+ float3 Local29 = math::abs(Local28);
116
+ float3 Local30 = (Local29 * 2.0);
117
+ float3 Local31 = (3.0 - Local30);
118
+ float3 Local32 = (Local31 * Local29);
119
+ float3 Local33 = (Local32 * Local29);
120
+ float3 Local34 = (Local33 - 0.0);
121
+ float Local35 = math::dot(Local34, Local34);
122
+ float Local36 = math::sqrt(Local35);
123
+ float Local37 = (Local22 + Local36);
124
+ float Local38 = (Local37 * 6.283185);
125
+ float3 Local39 = math::cross(Local6,float3(0.0,0.0,1.0));
126
+ float3 Local40 = (0.0 + float3(0.0,0.0,-10.0));
127
+ float3 Local41 = ::rotate_about_axis(float4(Local39.x,Local39.y,Local39.z,Local38),Local40,float3(0.0,0.0,0.0));
128
+ float3 Local42 = (Local41 * 0.533333);
129
+ float Local43 = (WindIntensity / 10.0);
130
+ float Local44 = (WildParameterMultiplyer * Local43);
131
+ float3 Local45 = (Local42 * Local44);
132
+ float3 Local46 = (Local45 + 0.0);
133
+ float4 Local47 = tex::lookup_float4(texture_2d("./Textures/WindSubsurfaceMask.png",::tex::gamma_srgb),float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x, state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y),tex::wrap_repeat,tex::wrap_repeat);
134
+ float3 Local48 = math::lerp(float3(0.0,0.0,0.0),Local46,float3(Local47.x,Local47.y,Local47.z));
135
+
136
+ float3 WorldPositionOffset_mdl = Local48;
137
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
138
+
139
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Flat_n.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
140
+ float3 Local1 = math::lerp(float3(Local0.x,Local0.y,Local0.z),float3(0.0,0.0,1.0),NormalFlatness);
141
+
142
+ float3 Normal_mdl = Local1;
143
+
144
+ float4 Local2 = tex::lookup_float4(BaseColor,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
145
+ float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) + Transparency);
146
+ float3 Local49 = (float3(Local2.x,Local2.y,Local2.z) * float3(SubsurfaceValue.x,SubsurfaceValue.y,SubsurfaceValue.z));
147
+ float3 Local50 = (Local49 * 1.0);
148
+ float3 Local51 = (Local50 * SubsurfaceScatteringMultiplier);
149
+ float Local52 = (::pixel_depth() / Param);
150
+ float Local53 = math::pow(math::max(Local52,float(0.000001)),2.0);
151
+ float Local54 = math::min(math::max(Local53,0.0),1.0);
152
+ float3 Local55 = math::lerp(Local51,float3(0.0,0.0,0.0),Local54);
153
+ float4 Local56 = tex::lookup_float4(texture_2d("./Textures/WindSubsurfaceMask.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
154
+ float3 Local57 = math::lerp(float3(0.0,0.0,0.0),Local55,float3(Local56.x,Local56.y,Local56.z));
155
+
156
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
157
+ float Opacity_mdl = Local3.x;
158
+ float OpacityMask_mdl = (Local2.w - 0.3333) < 0.0f ? 0.0f : 1.0f;
159
+ float3 BaseColor_mdl = float3(Local2.x,Local2.y,Local2.z);
160
+ float Metallic_mdl = 0.0;
161
+ float Specular_mdl = 0.5;
162
+ float Roughness_mdl = Roughness;
163
+ float3 SubsurfaceColor_mdl = Local57;
164
+
165
+ } in
166
+ ::OmniUe4Subsurface(
167
+ base_color: BaseColor_mdl,
168
+ metallic: Metallic_mdl,
169
+ roughness: Roughness_mdl,
170
+ specular: Specular_mdl,
171
+ normal: Normal_mdl,
172
+ opacity: Opacity_mdl,
173
+ emissive_color: EmissiveColor_mdl,
174
+ opacity_mask: OpacityMask_mdl,
175
+ subsurface_color: SubsurfaceColor_mdl,
176
+ two_sided: true);
exported_maps/town01_official/Materials/Generical_Interior.mdl ADDED
@@ -0,0 +1,49 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material Generical_Interior(
21
+ float4 Param = float4(0.01,0.01,0.01,0.0)
22
+ [[
23
+ anno::display_name("Param"),
24
+ anno::ui_order(32)
25
+ ]])
26
+ =
27
+ let {
28
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
29
+
30
+
31
+ float3 Normal_mdl = float3(0.0,0.0,1.0);
32
+
33
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
34
+ float OpacityMask_mdl = 1.0;
35
+ float3 BaseColor_mdl = float3(Param.x,Param.y,Param.z);
36
+ float Metallic_mdl = 0.0;
37
+ float Specular_mdl = 0.5;
38
+ float Roughness_mdl = 0.5;
39
+
40
+ } in
41
+ ::OmniUe4Base(
42
+ base_color: BaseColor_mdl,
43
+ metallic: Metallic_mdl,
44
+ roughness: Roughness_mdl,
45
+ specular: Specular_mdl,
46
+ normal: Normal_mdl,
47
+ opacity: OpacityMask_mdl,
48
+ emissive_color: EmissiveColor_mdl,
49
+ two_sided: false);
exported_maps/town01_official/Materials/GlassInstance.mdl ADDED
@@ -0,0 +1,60 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Translucent import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material GlassInstance(
21
+ float4 Param = float4(0.035234,0.037605,0.067708,1.0)
22
+ [[
23
+ anno::display_name("Param"),
24
+ anno::ui_order(32)
25
+ ]],
26
+ float Transparency = 2.0
27
+ [[
28
+ anno::display_name("Transparency"),
29
+ anno::ui_order(32)
30
+ ]])
31
+ =
32
+ let {
33
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
34
+
35
+
36
+ float3 Normal_mdl = float3(0.0,0.0,1.0);
37
+
38
+ float Local0 = ::fresnel(Transparency, 0.04, ::pixel_normal_world_space(true));
39
+
40
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
41
+ float Opacity_mdl = Local0;
42
+ float OpacityMask_mdl = (math::saturate(Local0) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f;
43
+ float3 BaseColor_mdl = float3(Param.x,Param.y,Param.z);
44
+ float Metallic_mdl = 0.5;
45
+ float Specular_mdl = 0.5;
46
+ float Roughness_mdl = 0.0;
47
+ float2 Refraction_mdl = math::max(float2(float2(1.0,0.0).x,float2(1.0,0.0).x), 1.0f);
48
+
49
+ } in
50
+ ::OmniUe4Translucent(
51
+ base_color: BaseColor_mdl,
52
+ metallic: Metallic_mdl,
53
+ roughness: Roughness_mdl,
54
+ specular: Specular_mdl,
55
+ normal: Normal_mdl,
56
+ opacity: Opacity_mdl,
57
+ opacity_mask: OpacityMask_mdl,
58
+ emissive_color: EmissiveColor_mdl,
59
+ refraction: Refraction_mdl.x,
60
+ two_sided: false);
exported_maps/town01_official/Materials/JeepWranglerRubicon_Bumper_Mat.mdl ADDED
@@ -0,0 +1,55 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material JeepWranglerRubicon_Bumper_Mat(
21
+ int MaxTexCoordIndex = 3
22
+ [[
23
+ anno::hidden()
24
+ ]])
25
+ =
26
+ let {
27
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
28
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
29
+
30
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/MI_Plastic_Matte_Black_Normal.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
31
+
32
+ float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z);
33
+
34
+ float4 Local1 = tex::lookup_float4(texture_2d("./Textures/MI_Plastic_Matte_Black_BaseColor.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
35
+ float3 Local2 = (float3(Local1.x,Local1.y,Local1.z) * float3(0.155,0.155,0.155));
36
+ float4 Local3 = tex::lookup_float4(texture_2d("./Textures/MI_Plastic_Matte_Black_ORM.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
37
+ float Local4 = (Local3.y * 7.0);
38
+
39
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
40
+ float OpacityMask_mdl = 1.0;
41
+ float3 BaseColor_mdl = Local2;
42
+ float Metallic_mdl = Local3.z;
43
+ float Specular_mdl = 0.5;
44
+ float Roughness_mdl = Local4;
45
+
46
+ } in
47
+ ::OmniUe4Base(
48
+ base_color: BaseColor_mdl,
49
+ metallic: Metallic_mdl,
50
+ roughness: Roughness_mdl,
51
+ specular: Specular_mdl,
52
+ normal: Normal_mdl,
53
+ opacity: OpacityMask_mdl,
54
+ emissive_color: EmissiveColor_mdl,
55
+ two_sided: false);
exported_maps/town01_official/Materials/JeepWranglerRubicon_HubCap_mat.mdl ADDED
@@ -0,0 +1,56 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material JeepWranglerRubicon_HubCap_mat(
21
+ int MaxTexCoordIndex = 3
22
+ [[
23
+ anno::hidden()
24
+ ]])
25
+ =
26
+ let {
27
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
28
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
29
+
30
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/MI_Metal_Normal.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
31
+
32
+ float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z);
33
+
34
+ float4 Local1 = tex::lookup_float4(texture_2d("./Textures/MI_Metal_BaseColor.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
35
+ float3 Local2 = (float3(Local1.x,Local1.y,Local1.z) * float3(0.6,0.6,0.6));
36
+ float4 Local3 = tex::lookup_float4(texture_2d("./Textures/MI_Metal_ORM.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
37
+ float Local4 = (Local3.z * 2.0);
38
+ float Local5 = (Local3.y * 16.646112);
39
+
40
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
41
+ float OpacityMask_mdl = 1.0;
42
+ float3 BaseColor_mdl = Local2;
43
+ float Metallic_mdl = Local4;
44
+ float Specular_mdl = 0.5;
45
+ float Roughness_mdl = Local5;
46
+
47
+ } in
48
+ ::OmniUe4Base(
49
+ base_color: BaseColor_mdl,
50
+ metallic: Metallic_mdl,
51
+ roughness: Roughness_mdl,
52
+ specular: Specular_mdl,
53
+ normal: Normal_mdl,
54
+ opacity: OpacityMask_mdl,
55
+ emissive_color: EmissiveColor_mdl,
56
+ two_sided: false);
exported_maps/town01_official/Materials/JeepWranglerRubicon_Wheels_Mat.mdl ADDED
@@ -0,0 +1,54 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material JeepWranglerRubicon_Wheels_Mat(
21
+ int MaxTexCoordIndex = 3
22
+ [[
23
+ anno::hidden()
24
+ ]])
25
+ =
26
+ let {
27
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
28
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
29
+
30
+
31
+ float3 Normal_mdl = float3(0.0,0.0,1.0);
32
+
33
+ float4 Local0 = tex::lookup_float4(texture_2d("./Textures/MI_Tire_BaseColor.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
34
+ float3 Local1 = (float3(Local0.x,Local0.y,Local0.z) * float3(0.265,0.265,0.265));
35
+ float4 Local2 = tex::lookup_float4(texture_2d("./Textures/MI_Tire_ORM.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
36
+ float Local3 = (Local2.y * 7.0);
37
+
38
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
39
+ float OpacityMask_mdl = 1.0;
40
+ float3 BaseColor_mdl = Local1;
41
+ float Metallic_mdl = 0.0;
42
+ float Specular_mdl = 0.5;
43
+ float Roughness_mdl = Local3;
44
+
45
+ } in
46
+ ::OmniUe4Base(
47
+ base_color: BaseColor_mdl,
48
+ metallic: Metallic_mdl,
49
+ roughness: Roughness_mdl,
50
+ specular: Specular_mdl,
51
+ normal: Normal_mdl,
52
+ opacity: OpacityMask_mdl,
53
+ emissive_color: EmissiveColor_mdl,
54
+ two_sided: false);
exported_maps/town01_official/Materials/JeepWranglerRubicon_bodyside_mat.mdl ADDED
@@ -0,0 +1,55 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material JeepWranglerRubicon_bodyside_mat(
21
+ int MaxTexCoordIndex = 3
22
+ [[
23
+ anno::hidden()
24
+ ]])
25
+ =
26
+ let {
27
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
28
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
29
+
30
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/MI_Plastic_Matte_Grey_Normal.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
31
+
32
+ float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z);
33
+
34
+ float4 Local1 = tex::lookup_float4(texture_2d("./Textures/MI_Plastic_Matte_Grey_BaseColor.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
35
+ float3 Local2 = (float3(Local1.x,Local1.y,Local1.z) * float3(0.22,0.22,0.22));
36
+ float4 Local3 = tex::lookup_float4(texture_2d("./Textures/MI_Plastic_Matte_Grey_ORM.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
37
+ float Local4 = (Local3.y * 7.0);
38
+
39
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
40
+ float OpacityMask_mdl = 1.0;
41
+ float3 BaseColor_mdl = Local2;
42
+ float Metallic_mdl = 0.0;
43
+ float Specular_mdl = 0.5;
44
+ float Roughness_mdl = Local4;
45
+
46
+ } in
47
+ ::OmniUe4Base(
48
+ base_color: BaseColor_mdl,
49
+ metallic: Metallic_mdl,
50
+ roughness: Roughness_mdl,
51
+ specular: Specular_mdl,
52
+ normal: Normal_mdl,
53
+ opacity: OpacityMask_mdl,
54
+ emissive_color: EmissiveColor_mdl,
55
+ two_sided: true);
exported_maps/town01_official/Materials/MI_AirConditioner_1.mdl ADDED
@@ -0,0 +1,95 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_AirConditioner_1(
21
+ uniform texture_2d Normal = texture_2d("./Textures/T_Flat_n.png",::tex::gamma_linear)
22
+ [[
23
+ anno::display_name("Normal"),
24
+ anno::ui_order(32),
25
+ sampler_normal()
26
+ ]],
27
+ float NormalFlatness = 0.0
28
+ [[
29
+ anno::display_name("NormalFlatness"),
30
+ anno::ui_order(32)
31
+ ]],
32
+ uniform texture_2d BaseColor = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
33
+ [[
34
+ anno::display_name("BaseColor"),
35
+ anno::ui_order(32),
36
+ sampler_color()
37
+ ]],
38
+ uniform texture_2d OcclussionRoughnessMetallic = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
39
+ [[
40
+ anno::display_name("OcclussionRoughnessMetallic"),
41
+ anno::ui_order(32),
42
+ sampler_color()
43
+ ]],
44
+ float MetalCorrection = 0.0
45
+ [[
46
+ anno::display_name("MetalCorrection"),
47
+ anno::ui_order(32)
48
+ ]],
49
+ float RoughnessCorrection = 7.0
50
+ [[
51
+ anno::display_name("RoughnessCorrection"),
52
+ anno::ui_order(32)
53
+ ]],
54
+ float AdditiveRoughness = 0.0
55
+ [[
56
+ anno::display_name("AdditiveRoughness"),
57
+ anno::ui_order(32)
58
+ ]],
59
+ int MaxTexCoordIndex = 3
60
+ [[
61
+ anno::hidden()
62
+ ]])
63
+ =
64
+ let {
65
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
66
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
67
+
68
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
69
+ float3 Local1 = math::lerp(float3(Local0.x,Local0.y,Local0.z),float3(0.0,0.0,1.0),NormalFlatness);
70
+
71
+ float3 Normal_mdl = Local1;
72
+
73
+ float4 Local2 = tex::lookup_float4(BaseColor,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
74
+ float4 Local3 = tex::lookup_float4(OcclussionRoughnessMetallic,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
75
+ float Local4 = (Local3.z * MetalCorrection);
76
+ float Local5 = (Local3.y * RoughnessCorrection);
77
+ float Local6 = (Local5 + AdditiveRoughness);
78
+
79
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
80
+ float OpacityMask_mdl = 1.0;
81
+ float3 BaseColor_mdl = float3(Local2.x,Local2.y,Local2.z);
82
+ float Metallic_mdl = Local4;
83
+ float Specular_mdl = 0.5;
84
+ float Roughness_mdl = Local6;
85
+
86
+ } in
87
+ ::OmniUe4Base(
88
+ base_color: BaseColor_mdl,
89
+ metallic: Metallic_mdl,
90
+ roughness: Roughness_mdl,
91
+ specular: Specular_mdl,
92
+ normal: Normal_mdl,
93
+ opacity: OpacityMask_mdl,
94
+ emissive_color: EmissiveColor_mdl,
95
+ two_sided: false);
exported_maps/town01_official/Materials/MI_Asphalt_02.mdl ADDED
@@ -0,0 +1,161 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_Asphalt_02(
21
+ float Uv__space__Size = 0.005
22
+ [[
23
+ anno::display_name("Uv Size"),
24
+ anno::ui_order(32),
25
+ anno::in_group("Texture")
26
+ ]],
27
+ uniform texture_2d Normals = texture_2d("./Textures/T_TileRoad_n.png",::tex::gamma_linear)
28
+ [[
29
+ anno::display_name("Normals"),
30
+ anno::ui_order(32),
31
+ anno::in_group("Textures"),
32
+ sampler_normal()
33
+ ]],
34
+ float Size = 0.003
35
+ [[
36
+ anno::display_name("Size"),
37
+ anno::ui_order(32),
38
+ anno::in_group("Puddle")
39
+ ]],
40
+ float Water__space__Level = 0.0
41
+ [[
42
+ anno::display_name("Water Level")
43
+ ]],
44
+ float Puddles_Size = 0.003
45
+ [[
46
+ anno::display_name("Puddles_Size"),
47
+ anno::ui_order(32),
48
+ anno::in_group("Puddle")
49
+ ]],
50
+ float Puddles = 0.0
51
+ [[
52
+ anno::display_name("Puddles")
53
+ ]],
54
+ float Raindrops__space__UV__space__Scale = 0.005
55
+ [[
56
+ anno::display_name("Raindrops UV Scale"),
57
+ anno::ui_order(32),
58
+ anno::in_group("Ripples")
59
+ ]],
60
+ float Ripples = 0.0
61
+ [[
62
+ anno::display_name("Ripples")
63
+ ]],
64
+ float4 Color = float4(1.0,1.0,1.0,0.0)
65
+ [[
66
+ anno::display_name("Color"),
67
+ anno::ui_order(32),
68
+ anno::in_group("Material")
69
+ ]],
70
+ uniform texture_2d Albedo = texture_2d("./Textures/T_Asphalt01_d.png",::tex::gamma_linear)
71
+ [[
72
+ anno::display_name("Albedo"),
73
+ anno::ui_order(32),
74
+ anno::in_group("Textures"),
75
+ sampler_color()
76
+ ]],
77
+ float Wetness = 0.0
78
+ [[
79
+ anno::display_name("Wetness")
80
+ ]],
81
+ float Specular = 1.0
82
+ [[
83
+ anno::display_name("Specular"),
84
+ anno::ui_order(32),
85
+ anno::in_group("Material"),
86
+ anno::soft_range(0.0, 1.0)
87
+ ]],
88
+ float Roughness = 1.0
89
+ [[
90
+ anno::display_name("Roughness"),
91
+ anno::ui_order(32),
92
+ anno::in_group("Material"),
93
+ anno::soft_range(0.0, 1.0)
94
+ ]])
95
+ =
96
+ let {
97
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
98
+
99
+ float2 Local0 = (float2(Uv__space__Size,Uv__space__Size) * float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y));
100
+ float4 Local1 = ::unpack_normal_map(tex::lookup_float4(Normals,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat));
101
+ float3 Local2 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * Size);
102
+ float Local3 = ::noise(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), texture_3d(), Local2,1.0,1.0,1.0,0.0,6.0,0.0,1.0,2.0,0.0,0.0,512.0);
103
+ float Local4 = (1.0 - Water__space__Level);
104
+ float Local5 = (Local4 * -2.0);
105
+ float Local6 = (Local5 + 1.0);
106
+ float Local7 = (Local3 + Local6);
107
+ float Local8 = math::min(math::max(Local7,0.0),1.0);
108
+ float3 Local9 = math::lerp(float3(Local1.x,Local1.y,Local1.z),float3(0.0,0.0,1.0),Local8);
109
+ float3 Local10 = math::lerp(Local9,float3(0.0,0.0,1.0),0.75);
110
+ float3 Local11 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * Puddles_Size);
111
+ float Local12 = ::noise(texture_2d(), texture_3d(), Local11,1.0,1.0,4.0,0.0,6.0,0.0,1.0,2.0,0.0,0.0,512.0);
112
+ float Local13 = (1.0 - Puddles);
113
+ float Local14 = (Local13 * -2.0);
114
+ float Local15 = (Local14 + 1.0);
115
+ float Local16 = (Local12 + Local15);
116
+ float Local17 = math::min(math::max(Local16,0.0),1.0);
117
+ float3 Local18 = math::lerp(Local10,float3(0.0,0.0,1.0),Local17);
118
+ float3 Local19 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * Raindrops__space__UV__space__Scale);
119
+ float3 Local20 = math::frac(Local19);
120
+ float2 Local21 = (float2(Local20.x,Local20.y) / float2(7.0,7.0));
121
+ float Local22 = (7.0 * 7.0);
122
+ float Local23 = math::frac(state::animation_time());
123
+ float2 Local24 = (float2(Local22,7.0) * float2(Local23,Local23));
124
+ float2 Local25 = math::floor(Local24);
125
+ float2 Local26 = (Local25 / float2(7.0,7.0));
126
+ float2 Local27 = (Local21 + Local26);
127
+ float4 Local28 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_ripples_sheet_HD_n.png",::tex::gamma_linear),float2(Local27.x,1.0-Local27.y),tex::wrap_repeat,tex::wrap_repeat));
128
+ float Local29 = (1.0 - Ripples);
129
+ float3 Local30 = math::lerp(float3(Local28.x,Local28.y,Local28.z),float3(0.0,0.0,1.0),Local29);
130
+ float3 Local31 = math::lerp(Local18,Local30,Local15);
131
+
132
+ float3 Normal_mdl = Local31;
133
+
134
+ float4 Local32 = tex::lookup_float4(Albedo,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
135
+ float3 Local33 = (float3(Color.x,Color.y,Color.z) * float3(Local32.x,Local32.y,Local32.z));
136
+ float3 Local34 = math::min(math::max(Local33,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
137
+ float Local35 = (Wetness / 125.0);
138
+ float Local36 = (1.0 - Local35);
139
+ float3 Local37 = (Local34 * Local36);
140
+ float Local38 = (Local36 * 2.0);
141
+ float Local39 = (Roughness * Local38);
142
+ float Local40 = (1.0 - Local17);
143
+ float Local41 = math::min(math::max(Local40,0.0),Local39);
144
+
145
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
146
+ float OpacityMask_mdl = 1.0;
147
+ float3 BaseColor_mdl = Local37;
148
+ float Metallic_mdl = 0.0;
149
+ float Specular_mdl = Specular;
150
+ float Roughness_mdl = Local41;
151
+
152
+ } in
153
+ ::OmniUe4Base(
154
+ base_color: BaseColor_mdl,
155
+ metallic: Metallic_mdl,
156
+ roughness: Roughness_mdl,
157
+ specular: Specular_mdl,
158
+ normal: Normal_mdl,
159
+ opacity: OpacityMask_mdl,
160
+ emissive_color: EmissiveColor_mdl,
161
+ two_sided: false);
exported_maps/town01_official/Materials/MI_AutoMaterial_Town010.mdl ADDED
@@ -0,0 +1,291 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ float3 CustomExpression0(float3 In1,float In2)
21
+ {
22
+ return math::max(In1, In2)
23
+ ;
24
+ }
25
+
26
+
27
+ export material MI_AutoMaterial_Town010(
28
+ float Puddles_Size = 0.003
29
+ [[
30
+ anno::display_name("Puddles_Size"),
31
+ anno::ui_order(32),
32
+ anno::in_group("Puddle")
33
+ ]],
34
+ float Puddles = 0.0
35
+ [[
36
+ anno::display_name("Puddles")
37
+ ]],
38
+ float Raindrops__space__UV__space__Scale = 0.005
39
+ [[
40
+ anno::display_name("Raindrops UV Scale"),
41
+ anno::ui_order(32),
42
+ anno::in_group("Ripples")
43
+ ]],
44
+ float Ripples = 0.0
45
+ [[
46
+ anno::display_name("Ripples")
47
+ ]],
48
+ uniform texture_2d Grass2 = texture_2d("./Textures/Grass_3.png",::tex::gamma_srgb)
49
+ [[
50
+ anno::display_name("Grass2"),
51
+ anno::ui_order(32),
52
+ sampler_color()
53
+ ]],
54
+ uniform texture_2d Grass1 = texture_2d("./Textures/T_ground_Moss_D.png",::tex::gamma_srgb)
55
+ [[
56
+ anno::display_name("Grass1"),
57
+ anno::ui_order(32),
58
+ sampler_color()
59
+ ]],
60
+ float Heigh_moos_2 = 1839.485962
61
+ [[
62
+ anno::display_name("Heigh_moos_2"),
63
+ anno::ui_order(32)
64
+ ]],
65
+ float HeightFalloff_2 = 3513.205078
66
+ [[
67
+ anno::display_name("HeightFalloff_2"),
68
+ anno::ui_order(32)
69
+ ]],
70
+ float Angle_5 = -1.274497
71
+ [[
72
+ anno::display_name("Angle_5"),
73
+ anno::ui_order(32)
74
+ ]],
75
+ float Hardness_5 = 12.315763
76
+ [[
77
+ anno::display_name("Hardness_5"),
78
+ anno::ui_order(32)
79
+ ]],
80
+ uniform texture_2d Ground__space__1 = texture_2d("./Textures/T_Grass01_d.png",::tex::gamma_srgb)
81
+ [[
82
+ anno::display_name("Ground 1"),
83
+ anno::ui_order(32),
84
+ sampler_color()
85
+ ]],
86
+ float Heigh_moos = 135551.84375
87
+ [[
88
+ anno::display_name("Heigh_moos"),
89
+ anno::ui_order(32)
90
+ ]],
91
+ float HeightFalloff = 734699.9375
92
+ [[
93
+ anno::display_name("HeightFalloff"),
94
+ anno::ui_order(32)
95
+ ]],
96
+ float Angle_3 = 0.503722
97
+ [[
98
+ anno::display_name("Angle_3"),
99
+ anno::ui_order(32)
100
+ ]],
101
+ float Hardness_3 = 11575.414062
102
+ [[
103
+ anno::display_name("Hardness_3"),
104
+ anno::ui_order(32)
105
+ ]],
106
+ float Heigh_moos_1 = 4439536.5
107
+ [[
108
+ anno::display_name("Heigh_moos_1"),
109
+ anno::ui_order(32)
110
+ ]],
111
+ float HeightFalloff_1 = 1.0
112
+ [[
113
+ anno::display_name("HeightFalloff_1"),
114
+ anno::ui_order(32)
115
+ ]],
116
+ float Angle_4 = 0.921959
117
+ [[
118
+ anno::display_name("Angle_4"),
119
+ anno::ui_order(32)
120
+ ]],
121
+ float Hardness_4 = 2.068125
122
+ [[
123
+ anno::display_name("Hardness_4"),
124
+ anno::ui_order(32)
125
+ ]],
126
+ float Angle_2 = 0.862915
127
+ [[
128
+ anno::display_name("Angle_2"),
129
+ anno::ui_order(32)
130
+ ]],
131
+ float Hardness_2 = 3.387583
132
+ [[
133
+ anno::display_name("Hardness_2"),
134
+ anno::ui_order(32)
135
+ ]],
136
+ float Height_Snow = 13530.895508
137
+ [[
138
+ anno::display_name("Height_Snow"),
139
+ anno::ui_order(32)
140
+ ]],
141
+ float Falloff_snow = 22559.091797
142
+ [[
143
+ anno::display_name("Falloff_snow"),
144
+ anno::ui_order(32)
145
+ ]],
146
+ float Angle_1 = -0.295238
147
+ [[
148
+ anno::display_name("Angle_1"),
149
+ anno::ui_order(32)
150
+ ]],
151
+ float Hardness_1 = 7.0
152
+ [[
153
+ anno::display_name("Hardness_1"),
154
+ anno::ui_order(32)
155
+ ]],
156
+ float Wetness = 0.0
157
+ [[
158
+ anno::display_name("Wetness")
159
+ ]],
160
+ int MaxTexCoordIndex = 3
161
+ [[
162
+ anno::hidden()
163
+ ]])
164
+ =
165
+ let {
166
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
167
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
168
+
169
+ float3 Local0 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * Puddles_Size);
170
+ float Local1 = ::noise(texture_2d(), texture_3d(), Local0,1.0,1.0,4.0,0.0,6.0,0.0,1.0,2.0,0.0,0.0,512.0);
171
+ float Local2 = (1.0 - Puddles);
172
+ float Local3 = (Local2 * -2.0);
173
+ float Local4 = (Local3 + 1.0);
174
+ float Local5 = (Local1 + Local4);
175
+ float Local6 = math::min(math::max(Local5,0.0),1.0);
176
+ float3 Local7 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * Raindrops__space__UV__space__Scale);
177
+ float3 Local8 = math::frac(Local7);
178
+ float2 Local9 = (float2(Local8.x,Local8.y) / float2(7.0,7.0));
179
+ float Local10 = (7.0 * 7.0);
180
+ float Local11 = math::frac(state::animation_time());
181
+ float2 Local12 = (float2(Local10,7.0) * float2(Local11,Local11));
182
+ float2 Local13 = math::floor(Local12);
183
+ float2 Local14 = (Local13 / float2(7.0,7.0));
184
+ float2 Local15 = (Local9 + Local14);
185
+ float4 Local16 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_ripples_sheet_HD_n.png",::tex::gamma_linear),float2(Local15.x,1.0-Local15.y),tex::wrap_repeat,tex::wrap_repeat));
186
+ float Local17 = (1.0 - Ripples);
187
+ float3 Local18 = math::lerp(float3(Local16.x,Local16.y,Local16.z),float3(0.0,0.0,1.0),Local17);
188
+ float3 Local19 = math::lerp(float3(0.0,0.0,1.0),Local18,Local4);
189
+
190
+ float3 Normal_mdl = Local19;
191
+
192
+ float4 Local20 = tex::lookup_float4(Grass2,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
193
+ float4 Local21 = tex::lookup_float4(Grass1,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
194
+ float2 Local22 = (CustomizedUV0_mdl * 0.015);
195
+ float4 Local23 = tex::lookup_float4(texture_2d("./Textures/4516.png",::tex::gamma_srgb),float2(Local22.x,1.0-Local22.y),tex::wrap_repeat,tex::wrap_repeat);
196
+ float3 Local24 = (HeightFalloff_2 * float3(Local23.x,Local23.y,Local23.z));
197
+ float3 Local25 = (Heigh_moos_2 - Local24);
198
+ float3 Local26 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z - Local25);
199
+ float3 Local27 = (Local26 / Local24);
200
+ float3 Local28 = math::min(math::max(Local27,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
201
+ float Local29 = (::landscape_normal_world_space(true).z - Angle_5);
202
+ float Local30 = math::min(math::max(Local29,0.0),1.0);
203
+ float Local31 = (1.0 - Angle_5);
204
+ float Local32 = (1.0 / Local31);
205
+ float Local33 = (Local30 * Local32);
206
+ float Local34 = (1.0 - Local33);
207
+ float Local35 = math::pow(math::max(Local34,float(0.000001)),Hardness_5);
208
+ float3 Local36 = CustomExpression0(Local28,Local35);
209
+ float3 Local37 = math::lerp(float3(Local20.x,Local20.y,Local20.z),float3(Local21.x,Local21.y,Local21.z),Local36);
210
+ float4 Local38 = tex::lookup_float4(Ground__space__1,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
211
+ float3 Local39 = (HeightFalloff * float3(Local23.x,Local23.y,Local23.z));
212
+ float3 Local40 = (Heigh_moos - Local39);
213
+ float3 Local41 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z - Local40);
214
+ float3 Local42 = (Local41 / Local39);
215
+ float3 Local43 = math::min(math::max(Local42,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
216
+ float Local44 = (::landscape_normal_world_space(true).z - Angle_3);
217
+ float Local45 = math::min(math::max(Local44,0.0),1.0);
218
+ float Local46 = (1.0 - Angle_3);
219
+ float Local47 = (1.0 / Local46);
220
+ float Local48 = (Local45 * Local47);
221
+ float Local49 = (1.0 - Local48);
222
+ float Local50 = math::pow(math::max(Local49,float(0.000001)),Hardness_3);
223
+ float3 Local51 = CustomExpression0(Local43,Local50);
224
+ float3 Local52 = math::lerp(Local37,float3(Local38.x,Local38.y,Local38.z),Local51);
225
+ float2 Local53 = (CustomizedUV0_mdl * 0.05);
226
+ float4 Local54 = tex::lookup_float4(texture_2d("./Textures/T_Rock_Basalt_D.png",::tex::gamma_srgb),float2(Local53.x,1.0-Local53.y),tex::wrap_repeat,tex::wrap_repeat);
227
+ float3 Local55 = (HeightFalloff_1 * float3(Local23.x,Local23.y,Local23.z));
228
+ float3 Local56 = (Heigh_moos_1 - Local55);
229
+ float3 Local57 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z - Local56);
230
+ float3 Local58 = (Local57 / Local55);
231
+ float3 Local59 = math::min(math::max(Local58,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
232
+ float Local60 = (::landscape_normal_world_space(true).z - Angle_4);
233
+ float Local61 = math::min(math::max(Local60,0.0),1.0);
234
+ float Local62 = (1.0 - Angle_4);
235
+ float Local63 = (1.0 / Local62);
236
+ float Local64 = (Local61 * Local63);
237
+ float Local65 = (1.0 - Local64);
238
+ float Local66 = math::pow(math::max(Local65,float(0.000001)),Hardness_4);
239
+ float3 Local67 = CustomExpression0(Local59,Local66);
240
+ float3 Local68 = math::lerp(Local52,float3(Local54.x,Local54.y,Local54.z),Local67);
241
+ float2 Local69 = (CustomizedUV0_mdl * 0.1);
242
+ float4 Local70 = tex::lookup_float4(texture_2d("./Textures/8890.png",::tex::gamma_srgb),float2(Local69.x,1.0-Local69.y),tex::wrap_repeat,tex::wrap_repeat);
243
+ float Local71 = (::landscape_normal_world_space(true).z - Angle_2);
244
+ float Local72 = math::min(math::max(Local71,0.0),1.0);
245
+ float Local73 = (1.0 - Angle_2);
246
+ float Local74 = (1.0 / Local73);
247
+ float Local75 = (Local72 * Local74);
248
+ float Local76 = (1.0 - Local75);
249
+ float Local77 = math::pow(math::max(Local76,float(0.000001)),Hardness_2);
250
+ float3 Local78 = math::lerp(Local68,float3(Local70.x,Local70.y,Local70.z),Local77);
251
+ float4 Local79 = tex::lookup_float4(texture_2d("./Textures/T_Perlin_Noise_M.png",::tex::gamma_srgb),float2(Local22.x,1.0-Local22.y),tex::wrap_repeat,tex::wrap_repeat);
252
+ float3 Local80 = (Falloff_snow * float3(Local79.x,Local79.y,Local79.z));
253
+ float3 Local81 = (Local80 / 2.0);
254
+ float3 Local82 = (Height_Snow - Local81);
255
+ float3 Local83 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z - Local82);
256
+ float3 Local84 = (Local83 / Local80);
257
+ float3 Local85 = math::min(math::max(Local84,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
258
+ float Local86 = (::landscape_normal_world_space(true).z - Angle_1);
259
+ float Local87 = math::min(math::max(Local86,0.0),1.0);
260
+ float Local88 = (1.0 - Angle_1);
261
+ float Local89 = (1.0 / Local88);
262
+ float Local90 = (Local87 * Local89);
263
+ float Local91 = (1.0 - Local90);
264
+ float Local92 = math::pow(math::max(Local91,float(0.000001)),Hardness_1);
265
+ float3 Local93 = CustomExpression0(Local85,Local92);
266
+ float3 Local94 = math::lerp(Local78,float3(1.0,1.0,1.0),Local93);
267
+ float Local95 = (Wetness / 125.0);
268
+ float Local96 = (1.0 - Local95);
269
+ float3 Local97 = (Local94 * Local96);
270
+ float Local98 = (Local96 * 2.0);
271
+ float Local99 = (1.0 * Local98);
272
+ float Local100 = (1.0 - Local6);
273
+ float Local101 = math::min(math::max(Local100,0.0),Local99);
274
+
275
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
276
+ float OpacityMask_mdl = 1.0;
277
+ float3 BaseColor_mdl = Local97;
278
+ float Metallic_mdl = 0.0;
279
+ float Specular_mdl = 0.0;
280
+ float Roughness_mdl = Local101;
281
+
282
+ } in
283
+ ::OmniUe4Base(
284
+ base_color: BaseColor_mdl,
285
+ metallic: Metallic_mdl,
286
+ roughness: Roughness_mdl,
287
+ specular: Specular_mdl,
288
+ normal: Normal_mdl,
289
+ opacity: OpacityMask_mdl,
290
+ emissive_color: EmissiveColor_mdl,
291
+ two_sided: false);
exported_maps/town01_official/Materials/MI_AutoMaterial_Town010_45.mdl ADDED
@@ -0,0 +1,294 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ float3 CustomExpression0(float3 In1,float In2)
21
+ {
22
+ return math::max(In1, In2)
23
+ ;
24
+ }
25
+
26
+
27
+ export material MI_AutoMaterial_Town010_45(
28
+ float Puddles_Size = 0.003
29
+ [[
30
+ anno::display_name("Puddles_Size"),
31
+ anno::ui_order(32),
32
+ anno::in_group("Puddle")
33
+ ]],
34
+ float Puddles = 0.0
35
+ [[
36
+ anno::display_name("Puddles")
37
+ ]],
38
+ float Raindrops__space__UV__space__Scale = 0.005
39
+ [[
40
+ anno::display_name("Raindrops UV Scale"),
41
+ anno::ui_order(32),
42
+ anno::in_group("Ripples")
43
+ ]],
44
+ float Ripples = 0.0
45
+ [[
46
+ anno::display_name("Ripples")
47
+ ]],
48
+ uniform texture_2d Grass2 = texture_2d("./Textures/Grass_3.png",::tex::gamma_srgb)
49
+ [[
50
+ anno::display_name("Grass2"),
51
+ anno::ui_order(32),
52
+ sampler_color()
53
+ ]],
54
+ uniform texture_2d Grass1 = texture_2d("./Textures/T_ground_Moss_D.png",::tex::gamma_srgb)
55
+ [[
56
+ anno::display_name("Grass1"),
57
+ anno::ui_order(32),
58
+ sampler_color()
59
+ ]],
60
+ float Heigh_moos_2 = 1839.485962
61
+ [[
62
+ anno::display_name("Heigh_moos_2"),
63
+ anno::ui_order(32)
64
+ ]],
65
+ float HeightFalloff_2 = 3513.205078
66
+ [[
67
+ anno::display_name("HeightFalloff_2"),
68
+ anno::ui_order(32)
69
+ ]],
70
+ float Angle_5 = -1.274497
71
+ [[
72
+ anno::display_name("Angle_5"),
73
+ anno::ui_order(32)
74
+ ]],
75
+ float Hardness_5 = 12.315763
76
+ [[
77
+ anno::display_name("Hardness_5"),
78
+ anno::ui_order(32)
79
+ ]],
80
+ uniform texture_2d Ground__space__1 = texture_2d("./Textures/T_Grass01_d.png",::tex::gamma_srgb)
81
+ [[
82
+ anno::display_name("Ground 1"),
83
+ anno::ui_order(32),
84
+ sampler_color()
85
+ ]],
86
+ float Heigh_moos = 135551.84375
87
+ [[
88
+ anno::display_name("Heigh_moos"),
89
+ anno::ui_order(32)
90
+ ]],
91
+ float HeightFalloff = 734699.9375
92
+ [[
93
+ anno::display_name("HeightFalloff"),
94
+ anno::ui_order(32)
95
+ ]],
96
+ float Angle_3 = 0.503722
97
+ [[
98
+ anno::display_name("Angle_3"),
99
+ anno::ui_order(32)
100
+ ]],
101
+ float Hardness_3 = 11575.414062
102
+ [[
103
+ anno::display_name("Hardness_3"),
104
+ anno::ui_order(32)
105
+ ]],
106
+ float Heigh_moos_1 = 4439536.5
107
+ [[
108
+ anno::display_name("Heigh_moos_1"),
109
+ anno::ui_order(32)
110
+ ]],
111
+ float HeightFalloff_1 = 1.0
112
+ [[
113
+ anno::display_name("HeightFalloff_1"),
114
+ anno::ui_order(32)
115
+ ]],
116
+ float Angle_4 = 0.921959
117
+ [[
118
+ anno::display_name("Angle_4"),
119
+ anno::ui_order(32)
120
+ ]],
121
+ float Hardness_4 = 2.068125
122
+ [[
123
+ anno::display_name("Hardness_4"),
124
+ anno::ui_order(32)
125
+ ]],
126
+ float Angle_2 = 0.862915
127
+ [[
128
+ anno::display_name("Angle_2"),
129
+ anno::ui_order(32)
130
+ ]],
131
+ float Hardness_2 = 3.387583
132
+ [[
133
+ anno::display_name("Hardness_2"),
134
+ anno::ui_order(32)
135
+ ]],
136
+ float Height_Snow = 13530.895508
137
+ [[
138
+ anno::display_name("Height_Snow"),
139
+ anno::ui_order(32)
140
+ ]],
141
+ float Falloff_snow = 22559.091797
142
+ [[
143
+ anno::display_name("Falloff_snow"),
144
+ anno::ui_order(32)
145
+ ]],
146
+ float Angle_1 = -0.295238
147
+ [[
148
+ anno::display_name("Angle_1"),
149
+ anno::ui_order(32)
150
+ ]],
151
+ float Hardness_1 = 7.0
152
+ [[
153
+ anno::display_name("Hardness_1"),
154
+ anno::ui_order(32)
155
+ ]],
156
+ float Wetness = 0.0
157
+ [[
158
+ anno::display_name("Wetness")
159
+ ]],
160
+ int MaxTexCoordIndex = 3
161
+ [[
162
+ anno::hidden()
163
+ ]])
164
+ [[
165
+ dither_masked_off()
166
+ ]]
167
+ =
168
+ let {
169
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
170
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
171
+
172
+ float3 Local0 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * Puddles_Size);
173
+ float Local1 = ::noise(texture_2d(), texture_3d(), Local0,1.0,1.0,4.0,0.0,6.0,0.0,1.0,2.0,0.0,0.0,512.0);
174
+ float Local2 = (1.0 - Puddles);
175
+ float Local3 = (Local2 * -2.0);
176
+ float Local4 = (Local3 + 1.0);
177
+ float Local5 = (Local1 + Local4);
178
+ float Local6 = math::min(math::max(Local5,0.0),1.0);
179
+ float3 Local7 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * Raindrops__space__UV__space__Scale);
180
+ float3 Local8 = math::frac(Local7);
181
+ float2 Local9 = (float2(Local8.x,Local8.y) / float2(7.0,7.0));
182
+ float Local10 = (7.0 * 7.0);
183
+ float Local11 = math::frac(state::animation_time());
184
+ float2 Local12 = (float2(Local10,7.0) * float2(Local11,Local11));
185
+ float2 Local13 = math::floor(Local12);
186
+ float2 Local14 = (Local13 / float2(7.0,7.0));
187
+ float2 Local15 = (Local9 + Local14);
188
+ float4 Local16 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_ripples_sheet_HD_n.png",::tex::gamma_linear),float2(Local15.x,1.0-Local15.y),tex::wrap_repeat,tex::wrap_repeat));
189
+ float Local17 = (1.0 - Ripples);
190
+ float3 Local18 = math::lerp(float3(Local16.x,Local16.y,Local16.z),float3(0.0,0.0,1.0),Local17);
191
+ float3 Local19 = math::lerp(float3(0.0,0.0,1.0),Local18,Local4);
192
+
193
+ float3 Normal_mdl = Local19;
194
+
195
+ float4 Local20 = tex::lookup_float4(Grass2,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
196
+ float4 Local21 = tex::lookup_float4(Grass1,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
197
+ float2 Local22 = (CustomizedUV0_mdl * 0.015);
198
+ float4 Local23 = tex::lookup_float4(texture_2d("./Textures/4516.png",::tex::gamma_srgb),float2(Local22.x,1.0-Local22.y),tex::wrap_repeat,tex::wrap_repeat);
199
+ float3 Local24 = (HeightFalloff_2 * float3(Local23.x,Local23.y,Local23.z));
200
+ float3 Local25 = (Heigh_moos_2 - Local24);
201
+ float3 Local26 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z - Local25);
202
+ float3 Local27 = (Local26 / Local24);
203
+ float3 Local28 = math::min(math::max(Local27,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
204
+ float Local29 = (::landscape_normal_world_space(true).z - Angle_5);
205
+ float Local30 = math::min(math::max(Local29,0.0),1.0);
206
+ float Local31 = (1.0 - Angle_5);
207
+ float Local32 = (1.0 / Local31);
208
+ float Local33 = (Local30 * Local32);
209
+ float Local34 = (1.0 - Local33);
210
+ float Local35 = math::pow(math::max(Local34,float(0.000001)),Hardness_5);
211
+ float3 Local36 = CustomExpression0(Local28,Local35);
212
+ float3 Local37 = math::lerp(float3(Local20.x,Local20.y,Local20.z),float3(Local21.x,Local21.y,Local21.z),Local36);
213
+ float4 Local38 = tex::lookup_float4(Ground__space__1,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
214
+ float3 Local39 = (HeightFalloff * float3(Local23.x,Local23.y,Local23.z));
215
+ float3 Local40 = (Heigh_moos - Local39);
216
+ float3 Local41 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z - Local40);
217
+ float3 Local42 = (Local41 / Local39);
218
+ float3 Local43 = math::min(math::max(Local42,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
219
+ float Local44 = (::landscape_normal_world_space(true).z - Angle_3);
220
+ float Local45 = math::min(math::max(Local44,0.0),1.0);
221
+ float Local46 = (1.0 - Angle_3);
222
+ float Local47 = (1.0 / Local46);
223
+ float Local48 = (Local45 * Local47);
224
+ float Local49 = (1.0 - Local48);
225
+ float Local50 = math::pow(math::max(Local49,float(0.000001)),Hardness_3);
226
+ float3 Local51 = CustomExpression0(Local43,Local50);
227
+ float3 Local52 = math::lerp(Local37,float3(Local38.x,Local38.y,Local38.z),Local51);
228
+ float2 Local53 = (CustomizedUV0_mdl * 0.05);
229
+ float4 Local54 = tex::lookup_float4(texture_2d("./Textures/T_Rock_Basalt_D.png",::tex::gamma_srgb),float2(Local53.x,1.0-Local53.y),tex::wrap_repeat,tex::wrap_repeat);
230
+ float3 Local55 = (HeightFalloff_1 * float3(Local23.x,Local23.y,Local23.z));
231
+ float3 Local56 = (Heigh_moos_1 - Local55);
232
+ float3 Local57 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z - Local56);
233
+ float3 Local58 = (Local57 / Local55);
234
+ float3 Local59 = math::min(math::max(Local58,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
235
+ float Local60 = (::landscape_normal_world_space(true).z - Angle_4);
236
+ float Local61 = math::min(math::max(Local60,0.0),1.0);
237
+ float Local62 = (1.0 - Angle_4);
238
+ float Local63 = (1.0 / Local62);
239
+ float Local64 = (Local61 * Local63);
240
+ float Local65 = (1.0 - Local64);
241
+ float Local66 = math::pow(math::max(Local65,float(0.000001)),Hardness_4);
242
+ float3 Local67 = CustomExpression0(Local59,Local66);
243
+ float3 Local68 = math::lerp(Local52,float3(Local54.x,Local54.y,Local54.z),Local67);
244
+ float2 Local69 = (CustomizedUV0_mdl * 0.1);
245
+ float4 Local70 = tex::lookup_float4(texture_2d("./Textures/8890.png",::tex::gamma_srgb),float2(Local69.x,1.0-Local69.y),tex::wrap_repeat,tex::wrap_repeat);
246
+ float Local71 = (::landscape_normal_world_space(true).z - Angle_2);
247
+ float Local72 = math::min(math::max(Local71,0.0),1.0);
248
+ float Local73 = (1.0 - Angle_2);
249
+ float Local74 = (1.0 / Local73);
250
+ float Local75 = (Local72 * Local74);
251
+ float Local76 = (1.0 - Local75);
252
+ float Local77 = math::pow(math::max(Local76,float(0.000001)),Hardness_2);
253
+ float3 Local78 = math::lerp(Local68,float3(Local70.x,Local70.y,Local70.z),Local77);
254
+ float4 Local79 = tex::lookup_float4(texture_2d("./Textures/T_Perlin_Noise_M.png",::tex::gamma_srgb),float2(Local22.x,1.0-Local22.y),tex::wrap_repeat,tex::wrap_repeat);
255
+ float3 Local80 = (Falloff_snow * float3(Local79.x,Local79.y,Local79.z));
256
+ float3 Local81 = (Local80 / 2.0);
257
+ float3 Local82 = (Height_Snow - Local81);
258
+ float3 Local83 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z - Local82);
259
+ float3 Local84 = (Local83 / Local80);
260
+ float3 Local85 = math::min(math::max(Local84,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
261
+ float Local86 = (::landscape_normal_world_space(true).z - Angle_1);
262
+ float Local87 = math::min(math::max(Local86,0.0),1.0);
263
+ float Local88 = (1.0 - Angle_1);
264
+ float Local89 = (1.0 / Local88);
265
+ float Local90 = (Local87 * Local89);
266
+ float Local91 = (1.0 - Local90);
267
+ float Local92 = math::pow(math::max(Local91,float(0.000001)),Hardness_1);
268
+ float3 Local93 = CustomExpression0(Local85,Local92);
269
+ float3 Local94 = math::lerp(Local78,float3(1.0,1.0,1.0),Local93);
270
+ float Local95 = (Wetness / 125.0);
271
+ float Local96 = (1.0 - Local95);
272
+ float3 Local97 = (Local94 * Local96);
273
+ float Local98 = (Local96 * 2.0);
274
+ float Local99 = (1.0 * Local98);
275
+ float Local100 = (1.0 - Local6);
276
+ float Local101 = math::min(math::max(Local100,0.0),Local99);
277
+
278
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
279
+ float OpacityMask_mdl = (1.0 - 0.3333) < 0.0f ? 0.0f : 1.0f;
280
+ float3 BaseColor_mdl = Local97;
281
+ float Metallic_mdl = 0.0;
282
+ float Specular_mdl = 0.0;
283
+ float Roughness_mdl = Local101;
284
+
285
+ } in
286
+ ::OmniUe4Base(
287
+ base_color: BaseColor_mdl,
288
+ metallic: Metallic_mdl,
289
+ roughness: Roughness_mdl,
290
+ specular: Specular_mdl,
291
+ normal: Normal_mdl,
292
+ opacity: OpacityMask_mdl,
293
+ emissive_color: EmissiveColor_mdl,
294
+ two_sided: false);
exported_maps/town01_official/Materials/MI_Awning02.mdl ADDED
@@ -0,0 +1,95 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_Awning02(
21
+ uniform texture_2d Normal = texture_2d("./Textures/T_Flat_n.png",::tex::gamma_linear)
22
+ [[
23
+ anno::display_name("Normal"),
24
+ anno::ui_order(32),
25
+ sampler_normal()
26
+ ]],
27
+ float NormalFlatness = 0.0
28
+ [[
29
+ anno::display_name("NormalFlatness"),
30
+ anno::ui_order(32)
31
+ ]],
32
+ uniform texture_2d BaseColor = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
33
+ [[
34
+ anno::display_name("BaseColor"),
35
+ anno::ui_order(32),
36
+ sampler_color()
37
+ ]],
38
+ uniform texture_2d OcclussionRoughnessMetallic = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
39
+ [[
40
+ anno::display_name("OcclussionRoughnessMetallic"),
41
+ anno::ui_order(32),
42
+ sampler_color()
43
+ ]],
44
+ float MetalCorrection = 0.0
45
+ [[
46
+ anno::display_name("MetalCorrection"),
47
+ anno::ui_order(32)
48
+ ]],
49
+ float RoughnessCorrection = 7.0
50
+ [[
51
+ anno::display_name("RoughnessCorrection"),
52
+ anno::ui_order(32)
53
+ ]],
54
+ float AdditiveRoughness = 0.0
55
+ [[
56
+ anno::display_name("AdditiveRoughness"),
57
+ anno::ui_order(32)
58
+ ]],
59
+ int MaxTexCoordIndex = 3
60
+ [[
61
+ anno::hidden()
62
+ ]])
63
+ =
64
+ let {
65
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
66
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
67
+
68
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
69
+ float3 Local1 = math::lerp(float3(Local0.x,Local0.y,Local0.z),float3(0.0,0.0,1.0),NormalFlatness);
70
+
71
+ float3 Normal_mdl = Local1;
72
+
73
+ float4 Local2 = tex::lookup_float4(BaseColor,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
74
+ float4 Local3 = tex::lookup_float4(OcclussionRoughnessMetallic,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
75
+ float Local4 = (Local3.z * MetalCorrection);
76
+ float Local5 = (Local3.y * RoughnessCorrection);
77
+ float Local6 = (Local5 + AdditiveRoughness);
78
+
79
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
80
+ float OpacityMask_mdl = 1.0;
81
+ float3 BaseColor_mdl = float3(Local2.x,Local2.y,Local2.z);
82
+ float Metallic_mdl = Local4;
83
+ float Specular_mdl = 0.5;
84
+ float Roughness_mdl = Local6;
85
+
86
+ } in
87
+ ::OmniUe4Base(
88
+ base_color: BaseColor_mdl,
89
+ metallic: Metallic_mdl,
90
+ roughness: Roughness_mdl,
91
+ specular: Specular_mdl,
92
+ normal: Normal_mdl,
93
+ opacity: OpacityMask_mdl,
94
+ emissive_color: EmissiveColor_mdl,
95
+ two_sided: true);
exported_maps/town01_official/Materials/MI_Bench_ATM.mdl ADDED
@@ -0,0 +1,206 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_Bench_ATM(
21
+ float Scale__space__X = 1.0
22
+ [[
23
+ anno::display_name("Scale X"),
24
+ anno::in_group("Scale & Offset")
25
+ ]],
26
+ float Scale__space__Y = 1.0
27
+ [[
28
+ anno::display_name("Scale Y"),
29
+ anno::ui_order(1),
30
+ anno::in_group("Scale & Offset")
31
+ ]],
32
+ float Offset__space__X = 0.0
33
+ [[
34
+ anno::display_name("Offset X"),
35
+ anno::ui_order(2),
36
+ anno::in_group("Scale & Offset")
37
+ ]],
38
+ float Offset__space__Y = 0.0
39
+ [[
40
+ anno::display_name("Offset Y"),
41
+ anno::ui_order(3),
42
+ anno::in_group("Scale & Offset")
43
+ ]],
44
+ uniform texture_2d Normal = texture_2d("./Textures/T_Flat_n_0.png",::tex::gamma_linear)
45
+ [[
46
+ anno::display_name("Normal"),
47
+ anno::ui_order(1),
48
+ anno::in_group("1. Textures"),
49
+ sampler_normal()
50
+ ]],
51
+ float NormalFlatness = 0.0
52
+ [[
53
+ anno::display_name("NormalFlatness"),
54
+ anno::ui_order(9),
55
+ anno::in_group("4. Corrections"),
56
+ anno::soft_range(0.0, 1.0)
57
+ ]],
58
+ uniform texture_2d AO__space_____space__Roughness__space_____space__Metallic__space_____space__Emissive = texture_2d("./Textures/T_Flat_orm_1.png",::tex::gamma_linear)
59
+ [[
60
+ anno::display_name("AO / Roughness / Metallic / Emissive"),
61
+ anno::ui_order(2),
62
+ anno::in_group("1. Textures"),
63
+ sampler_color()
64
+ ]],
65
+ float4 EmissiveColor = float4(1.0,1.0,1.0,1.0)
66
+ [[
67
+ anno::display_name("EmissiveColor"),
68
+ anno::ui_order(1),
69
+ anno::in_group("3. Emissive")
70
+ ]],
71
+ float EmissiveIntensity = 0.0
72
+ [[
73
+ anno::display_name("EmissiveIntensity"),
74
+ anno::ui_order(1),
75
+ anno::in_group("5. API Values"),
76
+ anno::soft_range(0.0, 1.0)
77
+ ]],
78
+ float Emissive__space__attenuance = 1.0
79
+ [[
80
+ anno::display_name("Emissive attenuance"),
81
+ anno::ui_order(2),
82
+ anno::in_group("3. Emissive")
83
+ ]],
84
+ float On_Off = 0.0
85
+ [[
86
+ anno::display_name("On/Off"),
87
+ anno::ui_order(32),
88
+ anno::in_group("5. API Values")
89
+ ]],
90
+ float Hue = 0.0
91
+ [[
92
+ anno::display_name("Hue"),
93
+ anno::ui_order(1),
94
+ anno::in_group("4. Corrections"),
95
+ anno::soft_range(0.0, 1.0)
96
+ ]],
97
+ uniform texture_2d BaseColor = texture_2d("./Textures/T_Flat_White_d.png",::tex::gamma_srgb)
98
+ [[
99
+ anno::display_name("BaseColor"),
100
+ anno::ui_order(32),
101
+ anno::in_group("1. Textures"),
102
+ sampler_color()
103
+ ]],
104
+ float Saturation = 1.0
105
+ [[
106
+ anno::display_name("Saturation"),
107
+ anno::ui_order(2),
108
+ anno::in_group("4. Corrections"),
109
+ anno::soft_range(0.0, 1.0)
110
+ ]],
111
+ float Brightness = 1.0
112
+ [[
113
+ anno::display_name("Brightness"),
114
+ anno::ui_order(32),
115
+ anno::in_group("4. Corrections"),
116
+ anno::soft_range(0.0, 5.0)
117
+ ]],
118
+ float Wetness = 0.0
119
+ [[
120
+ anno::display_name("Wetness")
121
+ ]],
122
+ float MetalCorrection = 1.0
123
+ [[
124
+ anno::display_name("MetalCorrection"),
125
+ anno::ui_order(7),
126
+ anno::in_group("4. Corrections")
127
+ ]],
128
+ float RoughnessCorrection = 0.0
129
+ [[
130
+ anno::display_name("RoughnessCorrection"),
131
+ anno::ui_order(5),
132
+ anno::in_group("4. Corrections")
133
+ ]],
134
+ float RoughnessContrast = 0.0
135
+ [[
136
+ anno::display_name("RoughnessContrast"),
137
+ anno::ui_order(6),
138
+ anno::in_group("4. Corrections")
139
+ ]],
140
+ int MaxTexCoordIndex = 3
141
+ [[
142
+ anno::hidden()
143
+ ]])
144
+ =
145
+ let {
146
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
147
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
148
+
149
+ float2 Local0 = (CustomizedUV0_mdl * float2(Scale__space__X,Scale__space__Y));
150
+ float2 Local1 = (float2(Offset__space__X,Offset__space__Y) / 2.0);
151
+ float2 Local2 = (Local0 + Local1);
152
+ float4 Local3 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local2.x,1.0-Local2.y),tex::wrap_repeat,tex::wrap_repeat));
153
+ float3 Local4 = math::lerp(float3(Local3.x,Local3.y,Local3.z),float3(0.0,0.0,1.0),NormalFlatness);
154
+
155
+ float3 Normal_mdl = Local4;
156
+
157
+ float4 Local5 = tex::lookup_float4(AO__space_____space__Roughness__space_____space__Metallic__space_____space__Emissive,float2(Local2.x,1.0-Local2.y),tex::wrap_repeat,tex::wrap_repeat);
158
+ float3 Local6 = (Local5.w * float3(EmissiveColor.x,EmissiveColor.y,EmissiveColor.z));
159
+ float Local7 = (EmissiveIntensity / Emissive__space__attenuance);
160
+ float3 Local8 = (Local6 * Local7);
161
+ float3 Local9 = math::lerp(float3(0.0,0.0,0.0),Local8,On_Off);
162
+ float Local10 = (Hue * 6.283185);
163
+ float Local11 = math::dot(float3(1.0,1.0,1.0), float3(1.0,1.0,1.0));
164
+ float Local12 = math::sqrt(Local11);
165
+ float3 Local13 = (float3(1.0,1.0,1.0) / Local12);
166
+ float4 Local14 = tex::lookup_float4(BaseColor,float2(Local2.x,1.0-Local2.y),tex::wrap_repeat,tex::wrap_repeat);
167
+ float3 Local15 = ::rotate_about_axis(float4(Local13.x,Local13.y,Local13.z,Local10),float3(0.0,0.0,0.0),float3(Local14.x,Local14.y,Local14.z));
168
+ float3 Local16 = (Local15 + float3(Local14.x,Local14.y,Local14.z));
169
+ float Local17 = math::dot(Local16, float3(0.3,0.59,0.11));
170
+ float Local18 = (Saturation * -1.0);
171
+ float Local19 = (Local18 + 1.0);
172
+ float Local20 = math::min(math::max(Local19,0.0),1.0);
173
+ float3 Local21 = math::lerp(Local16,float3(Local17,Local17,Local17),Local20);
174
+ float3 Local22 = (Local21 * Brightness);
175
+ float Local23 = (Wetness / 125.0);
176
+ float Local24 = (1.0 - Local23);
177
+ float3 Local25 = (Local22 * Local24);
178
+ float Local26 = (Local5.z * MetalCorrection);
179
+ float Local27 = (RoughnessCorrection / 100.0);
180
+ float Local28 = (RoughnessContrast / 100.0);
181
+ float Local29 = (0.0 - Local28);
182
+ float Local30 = (Local28 + 1.0);
183
+ float Local31 = math::lerp(Local29,Local30,Local5.y);
184
+ float Local32 = math::min(math::max(Local31,0.0),1.0);
185
+ float Local33 = (Local27 + Local32);
186
+ float Local34 = (Local24 * 2.0);
187
+ float Local35 = (Local33 * Local34);
188
+ float Local36 = math::min(math::max(Local35,0.0),1.0);
189
+
190
+ float3 EmissiveColor_mdl = Local9;
191
+ float OpacityMask_mdl = 1.0;
192
+ float3 BaseColor_mdl = Local25;
193
+ float Metallic_mdl = Local26;
194
+ float Specular_mdl = 0.5;
195
+ float Roughness_mdl = Local36;
196
+
197
+ } in
198
+ ::OmniUe4Base(
199
+ base_color: BaseColor_mdl,
200
+ metallic: Metallic_mdl,
201
+ roughness: Roughness_mdl,
202
+ specular: Specular_mdl,
203
+ normal: Normal_mdl,
204
+ opacity: OpacityMask_mdl,
205
+ emissive_color: EmissiveColor_mdl,
206
+ two_sided: false);
exported_maps/town01_official/Materials/MI_BodyWStaticMesh3.mdl ADDED
@@ -0,0 +1,350 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ float3 CustomExpression0()
21
+ {
22
+ return float3(::local_object_bounds_max().x,::local_object_bounds_max().y,::local_object_bounds_max().z);
23
+ }
24
+
25
+
26
+ float3 CustomExpression1()
27
+ {
28
+ return float3(::local_object_bounds_min().x,::local_object_bounds_min().y,::local_object_bounds_min().z);
29
+ }
30
+
31
+
32
+ export material MI_BodyWStaticMesh3(
33
+ uniform texture_2d Normal = texture_2d("./Textures/T_Asphalt02_n.png",::tex::gamma_linear)
34
+ [[
35
+ anno::display_name("Normal"),
36
+ anno::ui_order(32),
37
+ anno::in_group("Textures"),
38
+ sampler_normal()
39
+ ]],
40
+ float Noise__space__Scale = 50.0
41
+ [[
42
+ anno::display_name("Noise Scale"),
43
+ anno::description("Noise Scale"),
44
+ anno::ui_order(1),
45
+ anno::in_group("Noise")
46
+ ]],
47
+ uniform texture_2d Diffuse = texture_2d("./Textures/T_Asphalt02_d.png",::tex::gamma_linear)
48
+ [[
49
+ anno::display_name("Diffuse"),
50
+ anno::ui_order(32),
51
+ anno::in_group("Textures"),
52
+ sampler_color()
53
+ ]],
54
+ float4 Gain__space__Color = float4(0.0,0.0,0.0,1.0)
55
+ [[
56
+ anno::display_name("Gain Color"),
57
+ anno::ui_order(3),
58
+ anno::in_group("Gain")
59
+ ]],
60
+ float Gain__space__Scale = 15.0
61
+ [[
62
+ anno::display_name("Gain Scale"),
63
+ anno::ui_order(2),
64
+ anno::in_group("Gain")
65
+ ]],
66
+ float EmessiveColor = 1.0
67
+ [[
68
+ anno::display_name("EmessiveColor"),
69
+ anno::ui_order(6),
70
+ anno::in_group("Gain")
71
+ ]],
72
+ float4 Base__space__Color = float4(0.8,0.08,0.08,1.0)
73
+ [[
74
+ anno::display_name("Base Color"),
75
+ anno::description("Base Color"),
76
+ anno::ui_order(32),
77
+ anno::in_group("Color")
78
+ ]],
79
+ float4 Tint__space__Shade = float4(0.02,0.02,0.02,1.0)
80
+ [[
81
+ anno::display_name("Tint Shade"),
82
+ anno::ui_order(1),
83
+ anno::in_group("Color")
84
+ ]],
85
+ float4 DustColor = float4(0.462077,0.361307,0.215861,1.0)
86
+ [[
87
+ anno::display_name("DustColor"),
88
+ anno::ui_order(32),
89
+ anno::in_group("Dust")
90
+ ]],
91
+ float Dust_Amount = 0.0
92
+ [[
93
+ anno::display_name("Dust_Amount"),
94
+ anno::ui_order(32),
95
+ anno::in_group("Dust"),
96
+ anno::soft_range(0.0, 1.0)
97
+ ]],
98
+ float Thickness = -0.2
99
+ [[
100
+ anno::display_name("Thickness"),
101
+ anno::ui_order(2),
102
+ anno::in_group("Dust")
103
+ ]],
104
+ float Tiling = 4.0
105
+ [[
106
+ anno::display_name("Tiling"),
107
+ anno::ui_order(1),
108
+ anno::in_group("Dust")
109
+ ]],
110
+ float4 Mud_Color = float4(0.027777,0.018207,0.003762,1.0)
111
+ [[
112
+ anno::display_name("Mud_Color"),
113
+ anno::ui_order(32),
114
+ anno::in_group("Mud")
115
+ ]],
116
+ float Mud_Thickness = 0.02
117
+ [[
118
+ anno::display_name("Mud_Thickness"),
119
+ anno::ui_order(2),
120
+ anno::in_group("Mud")
121
+ ]],
122
+ float Height = 1.3
123
+ [[
124
+ anno::display_name("Height"),
125
+ anno::ui_order(32),
126
+ anno::in_group("Mud"),
127
+ anno::soft_range(0.0, 1.3)
128
+ ]],
129
+ float Mud_Tiling = 5.0
130
+ [[
131
+ anno::display_name("Mud_Tiling"),
132
+ anno::ui_order(1),
133
+ anno::in_group("Mud")
134
+ ]],
135
+ uniform texture_2d ORM = texture_2d("./Textures/T_Asphalt02_d.png",::tex::gamma_linear)
136
+ [[
137
+ anno::display_name("ORM"),
138
+ anno::ui_order(32),
139
+ anno::in_group("Textures"),
140
+ sampler_color()
141
+ ]],
142
+ float Metallic = 0.2
143
+ [[
144
+ anno::display_name("Metallic"),
145
+ anno::ui_order(32),
146
+ anno::in_group("Surface")
147
+ ]],
148
+ float Flake__space__Scale = 4.0
149
+ [[
150
+ anno::display_name("Flake Scale"),
151
+ anno::description("Scale/Tiling for the flakes pattern of the material"),
152
+ anno::ui_order(1),
153
+ anno::in_group("Flakes")
154
+ ]],
155
+ float Roughness = 3.0
156
+ [[
157
+ anno::display_name("Roughness"),
158
+ anno::ui_order(3),
159
+ anno::in_group("Dust")
160
+ ]],
161
+ float Clear__space__Coat = 1.0
162
+ [[
163
+ anno::display_name("Clear Coat"),
164
+ anno::ui_order(32),
165
+ anno::in_group("Surface")
166
+ ]],
167
+ float Clear__space__Coat__space__Roughness = 0.01
168
+ [[
169
+ anno::display_name("Clear Coat Roughness"),
170
+ anno::ui_order(32),
171
+ anno::in_group("Surface")
172
+ ]],
173
+ int MaxTexCoordIndex = 3
174
+ [[
175
+ anno::hidden()
176
+ ]])
177
+ =
178
+ let {
179
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
180
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
181
+
182
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
183
+ float Local1 = (float3(0.0,0.0,1.0).z + 1.0);
184
+ float2 Local2 = (CustomizedUV0_mdl * Noise__space__Scale);
185
+ float4 Local3 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Noise_N.png",::tex::gamma_linear),float2(Local2.x,1.0-Local2.y),tex::wrap_repeat,tex::wrap_repeat));
186
+ float2 Local4 = (float2(float3(Local3.x,Local3.y,Local3.z).x,float3(Local3.x,Local3.y,Local3.z).y) * -1.0);
187
+ float Local5 = math::dot(float3(float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y).x,float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y).y,Local1), float3(Local4.x,Local4.y,float3(Local3.x,Local3.y,Local3.z).z));
188
+ float3 Local6 = (float3(float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y).x,float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y).y,Local1) * Local5);
189
+ float3 Local7 = (Local1 * float3(Local4.x,Local4.y,float3(Local3.x,Local3.y,Local3.z).z));
190
+ float3 Local8 = (Local6 - Local7);
191
+ float Local9 = true ? 1.0f : 0.0f;
192
+ float3 Local10 = math::lerp(float3(Local9,Local9,Local9),Local8,0.5);
193
+ float3 Local11 = math::lerp(float3(0.0,0.0,1.0),Local8,Local10.x);
194
+ float4 Local12 = tex::lookup_float4(Diffuse,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
195
+ float3 Local13 = math::lerp(float3(Local0.x,Local0.y,Local0.z),Local11,Local12.w);
196
+
197
+ float3 Normal_mdl = Local13;
198
+
199
+ float2 Local14 = (CustomizedUV0_mdl * Gain__space__Scale);
200
+ float4 Local15 = tex::lookup_float4(texture_2d("./Textures/T_Noise_D.png",::tex::gamma_srgb),float2(Local14.x,1.0-Local14.y),tex::wrap_repeat,tex::wrap_repeat);
201
+ float3 Local16 = math::lerp(float3(Gain__space__Color.x,Gain__space__Color.y,Gain__space__Color.z),float3(0.0,0.0,0.0),float3(Local15.x,Local15.y,Local15.z));
202
+ float3 Local17 = (Local16 * EmessiveColor);
203
+ float3 Local18 = math::lerp(float3(0.0,0.0,0.0),Local17,Local10.x);
204
+ float3 Local19 = math::lerp(float3(0.0,0.0,0.0),Local18,Local12.w);
205
+ float3 Local20 = (float3(Base__space__Color.x,Base__space__Color.y,Base__space__Color.z) + 0.0);
206
+ float Local21 = false ? 1.0f : 0.0f;
207
+ float3 Local22 = math::lerp(Local20,float3(Tint__space__Shade.x,Tint__space__Shade.y,Tint__space__Shade.z),Local21);
208
+ float3 Local23 = (float3(0.03,0.03,0.03) * 1.0);
209
+ float3 Local24 = math::lerp(Local22,Local23,Local21);
210
+ float3 Local25 = math::lerp(float3(0.0,0.0,0.0),Local24,Local10.x);
211
+ float3 Local26 = math::lerp(float3(Local12.x,Local12.y,Local12.z),Local25,Local12.w);
212
+ float Local27 = (0.0 - 0.1);
213
+ float Local28 = (0.1 + 1.0);
214
+ float3 Local29 = (::pixel_normal_world_space(true) * float3(float2(0.0,0.0).x,float2(0.0,0.0).y,Dust_Amount));
215
+ float Local30 = (0.0 - Thickness);
216
+ float Local31 = (Thickness + 1.0);
217
+ float2 Local32 = (CustomizedUV0_mdl * Tiling);
218
+ float4 Local33 = tex::lookup_float4(texture_2d("./Textures/T_Noises.png",::tex::gamma_srgb),float2(Local32.x,1.0-Local32.y),tex::wrap_repeat,tex::wrap_repeat);
219
+ float Local34 = math::lerp(Local30,Local31,Local33.x);
220
+ float Local35 = math::min(math::max(Local34,0.0),1.0);
221
+ float Local36 = (1.0 - Local35);
222
+ float Local37 = math::lerp(Local29.z,0.0,Local36);
223
+ float3 Local38 = math::lerp(Local26,float3(DustColor.x,DustColor.y,DustColor.z),Local37);
224
+ float Local39 = math::lerp(Local27,Local28,Local38.x);
225
+ float Local40 = math::min(math::max(Local39,0.0),1.0);
226
+ float Local41 = (Local40 * 3.0);
227
+ float3 Local42 = math::lerp(Local26,float3(DustColor.x,DustColor.y,DustColor.z),Local41);
228
+ float3 Local43 = math::min(math::max(Local42,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
229
+ float Local44 = (0.0 - Mud_Thickness);
230
+ float Local45 = (Mud_Thickness + 1.0);
231
+ float3 Local46 = ::convert_to_left_hand(state::transform_point(state::coordinate_object, state::coordinate_world, ::convert_to_left_hand(float3((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z), true, true)), true, true);
232
+ float3 Local47 = ::convert_to_left_hand(state::transform_point(state::coordinate_object, state::coordinate_world, ::convert_to_left_hand(float3(::object_world_position(true).x,::object_world_position(true).y,::object_world_position(true).z), true, true)), true, true);
233
+ float3 Local48 = (Local46 - Local47);
234
+ float3 Local49 = CustomExpression0();
235
+ float3 Local50 = CustomExpression1();
236
+ float3 Local51 = (Local49 - Local50);
237
+ float3 Local52 = (Local48 / Local51);
238
+ float3 Local53 = (Local52 + Height);
239
+ float Local54 = (1.0 - Local53.z);
240
+ float Local55 = math::min(math::max(Local54,0.0),1.0);
241
+ float2 Local56 = (CustomizedUV0_mdl * Mud_Tiling);
242
+ float4 Local57 = tex::lookup_float4(texture_2d("./Textures/T_Noises.png",::tex::gamma_srgb),float2(Local56.x,1.0-Local56.y),tex::wrap_repeat,tex::wrap_repeat);
243
+ float Local58 = (Local55 * Local57.y);
244
+ float Local59 = math::lerp(Local44,Local45,Local58);
245
+ float Local60 = math::min(math::max(Local59,0.0),1.0);
246
+ float3 Local61 = math::lerp(Local43,float3(Mud_Color.x,Mud_Color.y,Mud_Color.z),Local60);
247
+ float Local62 = (Local37 + Local60);
248
+ float3 Local63 = math::lerp(Local26,Local61,Local62);
249
+ float4 Local64 = tex::lookup_float4(ORM,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
250
+ float3 Local65 = math::lerp(float3(0.0,0.0,0.0),float3(Metallic,Metallic,Metallic),Local10.x);
251
+ float3 Local66 = math::lerp(float3(Local64.z,Local64.z,Local64.z),Local65,Local12.w);
252
+ float Local67 = math::lerp(Local66.x,0.0,Local37);
253
+ float Local68 = math::lerp(Local66.x,Local67,Local62);
254
+ float3 Local69 = math::lerp(float3(0.5,0.5,0.5),float3(0.1,0.1,0.1),Local10.x);
255
+ float3 Local70 = math::lerp(float3(0.0,0.0,0.0),Local69,Local12.w);
256
+ float Local71 = math::lerp(Local70.x,0.0,Local37);
257
+ float Local72 = math::lerp(Local70.x,Local71,Local62);
258
+ float Local73 = (Local21 * -10.0);
259
+ float2 Local74 = (CustomizedUV0_mdl * 2.0);
260
+ float2 Local75 = (Local74 * Flake__space__Scale);
261
+ float3 Local76 = ::camera_position();
262
+ float Local77 = (0.5 * 2.0);
263
+ float Local78 = (Local76.x / Local77);
264
+ float Local79 = (0.8 * 2.0);
265
+ float Local80 = (Local76.y / Local79);
266
+ float Local81 = (Local78 + Local80);
267
+ float Local82 = (Local76.z / Local79);
268
+ float Local83 = (Local81 + Local82);
269
+ float Local84 = math::floor(Local83);
270
+ float Local85 = (0.47875 * Local84);
271
+ float2 Local86 = (Local75 + Local85);
272
+ float4 Local87 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local86.x,1.0-Local86.y),tex::wrap_repeat,tex::wrap_repeat);
273
+ float Local88 = math::ceil(Local83);
274
+ float Local89 = (0.47875 * Local88);
275
+ float2 Local90 = (Local75 + Local89);
276
+ float4 Local91 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local90.x,1.0-Local90.y),tex::wrap_repeat,tex::wrap_repeat);
277
+ float Local92 = math::frac(Local83);
278
+ float Local93 = math::lerp(Local87.x,Local91.x,Local92);
279
+ float3 Local94 = (Local76 + float3(286.265015,218.167999,0.0));
280
+ float Local95 = (Local94.x / Local77);
281
+ float Local96 = (Local94.y / Local79);
282
+ float Local97 = (Local95 + Local96);
283
+ float Local98 = (Local94.z / Local79);
284
+ float Local99 = (Local97 + Local98);
285
+ float Local100 = math::floor(Local99);
286
+ float Local101 = (0.47875 * Local100);
287
+ float2 Local102 = (Local75 + Local101);
288
+ float4 Local103 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local102.x,1.0-Local102.y),tex::wrap_repeat,tex::wrap_repeat);
289
+ float Local104 = math::ceil(Local99);
290
+ float Local105 = (0.47875 * Local104);
291
+ float2 Local106 = (Local75 + Local105);
292
+ float4 Local107 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local106.x,1.0-Local106.y),tex::wrap_repeat,tex::wrap_repeat);
293
+ float Local108 = math::frac(Local99);
294
+ float Local109 = math::lerp(Local103.x,Local107.x,Local108);
295
+ float Local110 = (Local93 + Local109);
296
+ float3 Local111 = (Local76 + float3(15865.585938,2.6868,0.0));
297
+ float Local112 = (Local111.x / Local77);
298
+ float Local113 = (Local111.y / Local79);
299
+ float Local114 = (Local112 + Local113);
300
+ float Local115 = (Local111.z / Local79);
301
+ float Local116 = (Local114 + Local115);
302
+ float Local117 = math::floor(Local116);
303
+ float Local118 = (0.47875 * Local117);
304
+ float2 Local119 = (Local75 + Local118);
305
+ float4 Local120 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local119.x,1.0-Local119.y),tex::wrap_repeat,tex::wrap_repeat);
306
+ float Local121 = math::ceil(Local116);
307
+ float Local122 = (0.47875 * Local121);
308
+ float2 Local123 = (Local75 + Local122);
309
+ float4 Local124 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local123.x,1.0-Local123.y),tex::wrap_repeat,tex::wrap_repeat);
310
+ float Local125 = math::frac(Local116);
311
+ float Local126 = math::lerp(Local120.x,Local124.x,Local125);
312
+ float Local127 = (Local126 * 0.5);
313
+ float Local128 = (Local110 + Local127);
314
+ float Local129 = math::pow(math::max(Local128,float(0.000001)),3.0);
315
+ float Local130 = math::lerp(0.2,0.8,Local129);
316
+ float Local131 = (Local130 * Local21);
317
+ float3 Local132 = math::lerp(float3(Local73,Local73,Local73),float3(Local131,Local131,Local131),Local10.x);
318
+ float3 Local133 = math::lerp(float3(Local64.y,Local64.y,Local64.y),Local132,Local12.w);
319
+ float Local134 = math::lerp(Local133.x,Roughness,Local37);
320
+ float Local135 = math::lerp(Local133.x,Local134,Local62);
321
+ float3 Local136 = math::lerp(float3(1.0,1.0,1.0),float3(Clear__space__Coat,Clear__space__Coat,Clear__space__Coat),Local10.x);
322
+ float3 Local137 = math::lerp(float3(0.0,0.0,0.0),Local136,Local12.w);
323
+ float Local138 = math::lerp(Local137.x,0.0,Local37);
324
+ float Local139 = math::lerp(Local137.x,Local138,Local62);
325
+ float3 Local140 = math::lerp(float3(0.1,0.1,0.1),float3(Clear__space__Coat__space__Roughness,Clear__space__Coat__space__Roughness,Clear__space__Coat__space__Roughness),Local10.x);
326
+ float3 Local141 = math::lerp(float3(0.0,0.0,0.0),Local140,Local12.w);
327
+ float Local142 = math::lerp(Local141.x,Roughness,Local37);
328
+ float Local143 = math::lerp(Local141.x,Local142,Local62);
329
+
330
+ float3 EmissiveColor_mdl = Local19;
331
+ float OpacityMask_mdl = 1.0;
332
+ float3 BaseColor_mdl = Local63;
333
+ float Metallic_mdl = Local68;
334
+ float Specular_mdl = Local72;
335
+ float Roughness_mdl = Local135;
336
+ float ClearCoat_mdl = Local139;
337
+ float ClearCoatRoughness_mdl = Local143;
338
+
339
+ } in
340
+ ::OmniUe4Base(
341
+ base_color: BaseColor_mdl,
342
+ metallic: Metallic_mdl,
343
+ roughness: Roughness_mdl,
344
+ specular: Specular_mdl,
345
+ normal: Normal_mdl,
346
+ clearcoat_weight: ClearCoat_mdl,
347
+ clearcoat_roughness: ClearCoatRoughness_mdl,
348
+ opacity: OpacityMask_mdl,
349
+ emissive_color: EmissiveColor_mdl,
350
+ two_sided: true);
exported_maps/town01_official/Materials/MI_BodyWStaticMesh7.mdl ADDED
@@ -0,0 +1,366 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ float3 CustomExpression0()
21
+ {
22
+ return float3(::local_object_bounds_max().x,::local_object_bounds_max().y,::local_object_bounds_max().z);
23
+ }
24
+
25
+
26
+ float3 CustomExpression1()
27
+ {
28
+ return float3(::local_object_bounds_min().x,::local_object_bounds_min().y,::local_object_bounds_min().z);
29
+ }
30
+
31
+
32
+ export material MI_BodyWStaticMesh7(
33
+ uniform texture_2d Normal = texture_2d("./Textures/T_Asphalt02_n.png",::tex::gamma_linear)
34
+ [[
35
+ anno::display_name("Normal"),
36
+ anno::ui_order(32),
37
+ anno::in_group("Textures"),
38
+ sampler_normal()
39
+ ]],
40
+ float Noise__space__Scale = 50.0
41
+ [[
42
+ anno::display_name("Noise Scale"),
43
+ anno::description("Noise Scale"),
44
+ anno::ui_order(1),
45
+ anno::in_group("Noise")
46
+ ]],
47
+ uniform texture_2d Diffuse = texture_2d("./Textures/T_Asphalt02_d.png",::tex::gamma_linear)
48
+ [[
49
+ anno::display_name("Diffuse"),
50
+ anno::ui_order(32),
51
+ anno::in_group("Textures"),
52
+ sampler_color()
53
+ ]],
54
+ float4 Gain__space__Color = float4(0.0,0.0,0.0,1.0)
55
+ [[
56
+ anno::display_name("Gain Color"),
57
+ anno::ui_order(3),
58
+ anno::in_group("Gain")
59
+ ]],
60
+ float Gain__space__Scale = 15.0
61
+ [[
62
+ anno::display_name("Gain Scale"),
63
+ anno::ui_order(2),
64
+ anno::in_group("Gain")
65
+ ]],
66
+ float EmessiveColor = 1.0
67
+ [[
68
+ anno::display_name("EmessiveColor"),
69
+ anno::ui_order(6),
70
+ anno::in_group("Gain")
71
+ ]],
72
+ float4 Base__space__Color = float4(0.8,0.08,0.08,1.0)
73
+ [[
74
+ anno::display_name("Base Color"),
75
+ anno::description("Base Color"),
76
+ anno::ui_order(32),
77
+ anno::in_group("Color")
78
+ ]],
79
+ float4 Flakes__space__Color = float4(1.0,1.0,1.0,1.0)
80
+ [[
81
+ anno::display_name("Flakes Color"),
82
+ anno::ui_order(3),
83
+ anno::in_group("Flakes")
84
+ ]],
85
+ float Flake__space__Scale = 4.0
86
+ [[
87
+ anno::display_name("Flake Scale"),
88
+ anno::description("Scale/Tiling for the flakes pattern of the material"),
89
+ anno::ui_order(1),
90
+ anno::in_group("Flakes")
91
+ ]],
92
+ float Flake__space__Brightness = 1.0
93
+ [[
94
+ anno::display_name("Flake Brightness"),
95
+ anno::description("Brightness of the flakes. Flakes multiplied by its value."),
96
+ anno::ui_order(2),
97
+ anno::in_group("Flakes")
98
+ ]],
99
+ float4 Tint__space__Shade = float4(0.02,0.02,0.02,1.0)
100
+ [[
101
+ anno::display_name("Tint Shade"),
102
+ anno::ui_order(1),
103
+ anno::in_group("Color")
104
+ ]],
105
+ float4 DustColor = float4(0.462077,0.361307,0.215861,1.0)
106
+ [[
107
+ anno::display_name("DustColor"),
108
+ anno::ui_order(32),
109
+ anno::in_group("Dust")
110
+ ]],
111
+ float Dust_Amount = 0.0
112
+ [[
113
+ anno::display_name("Dust_Amount"),
114
+ anno::ui_order(32),
115
+ anno::in_group("Dust"),
116
+ anno::soft_range(0.0, 1.0)
117
+ ]],
118
+ float Thickness = -0.2
119
+ [[
120
+ anno::display_name("Thickness"),
121
+ anno::ui_order(2),
122
+ anno::in_group("Dust")
123
+ ]],
124
+ float Tiling = 4.0
125
+ [[
126
+ anno::display_name("Tiling"),
127
+ anno::ui_order(1),
128
+ anno::in_group("Dust")
129
+ ]],
130
+ float4 Mud_Color = float4(0.027777,0.018207,0.003762,1.0)
131
+ [[
132
+ anno::display_name("Mud_Color"),
133
+ anno::ui_order(32),
134
+ anno::in_group("Mud")
135
+ ]],
136
+ float Mud_Thickness = 0.02
137
+ [[
138
+ anno::display_name("Mud_Thickness"),
139
+ anno::ui_order(2),
140
+ anno::in_group("Mud")
141
+ ]],
142
+ float Height = 1.3
143
+ [[
144
+ anno::display_name("Height"),
145
+ anno::ui_order(32),
146
+ anno::in_group("Mud"),
147
+ anno::soft_range(0.0, 1.3)
148
+ ]],
149
+ float Mud_Tiling = 5.0
150
+ [[
151
+ anno::display_name("Mud_Tiling"),
152
+ anno::ui_order(1),
153
+ anno::in_group("Mud")
154
+ ]],
155
+ uniform texture_2d ORM = texture_2d("./Textures/T_Asphalt02_d.png",::tex::gamma_linear)
156
+ [[
157
+ anno::display_name("ORM"),
158
+ anno::ui_order(32),
159
+ anno::in_group("Textures"),
160
+ sampler_color()
161
+ ]],
162
+ float Metallic = 0.2
163
+ [[
164
+ anno::display_name("Metallic"),
165
+ anno::ui_order(32),
166
+ anno::in_group("Surface")
167
+ ]],
168
+ float Roughness = 3.0
169
+ [[
170
+ anno::display_name("Roughness"),
171
+ anno::ui_order(3),
172
+ anno::in_group("Dust")
173
+ ]],
174
+ float Clear__space__Coat = 1.0
175
+ [[
176
+ anno::display_name("Clear Coat"),
177
+ anno::ui_order(32),
178
+ anno::in_group("Surface")
179
+ ]],
180
+ float Clear__space__Coat__space__Roughness = 0.01
181
+ [[
182
+ anno::display_name("Clear Coat Roughness"),
183
+ anno::ui_order(32),
184
+ anno::in_group("Surface")
185
+ ]],
186
+ int MaxTexCoordIndex = 3
187
+ [[
188
+ anno::hidden()
189
+ ]])
190
+ =
191
+ let {
192
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
193
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
194
+
195
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
196
+ float Local1 = (float3(0.0,0.0,1.0).z + 1.0);
197
+ float2 Local2 = (CustomizedUV0_mdl * Noise__space__Scale);
198
+ float4 Local3 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Noise_N.png",::tex::gamma_linear),float2(Local2.x,1.0-Local2.y),tex::wrap_repeat,tex::wrap_repeat));
199
+ float2 Local4 = (float2(float3(Local3.x,Local3.y,Local3.z).x,float3(Local3.x,Local3.y,Local3.z).y) * -1.0);
200
+ float Local5 = math::dot(float3(float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y).x,float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y).y,Local1), float3(Local4.x,Local4.y,float3(Local3.x,Local3.y,Local3.z).z));
201
+ float3 Local6 = (float3(float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y).x,float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y).y,Local1) * Local5);
202
+ float3 Local7 = (Local1 * float3(Local4.x,Local4.y,float3(Local3.x,Local3.y,Local3.z).z));
203
+ float3 Local8 = (Local6 - Local7);
204
+ float Local9 = true ? 1.0f : 0.0f;
205
+ float3 Local10 = math::lerp(float3(Local9,Local9,Local9),Local8,0.5);
206
+ float3 Local11 = math::lerp(float3(0.0,0.0,1.0),Local8,Local10.x);
207
+ float4 Local12 = tex::lookup_float4(Diffuse,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
208
+ float3 Local13 = math::lerp(float3(Local0.x,Local0.y,Local0.z),Local11,Local12.w);
209
+
210
+ float3 Normal_mdl = Local13;
211
+
212
+ float2 Local14 = (CustomizedUV0_mdl * Gain__space__Scale);
213
+ float4 Local15 = tex::lookup_float4(texture_2d("./Textures/T_Noise_D.png",::tex::gamma_srgb),float2(Local14.x,1.0-Local14.y),tex::wrap_repeat,tex::wrap_repeat);
214
+ float3 Local16 = math::lerp(float3(Gain__space__Color.x,Gain__space__Color.y,Gain__space__Color.z),float3(0.0,0.0,0.0),float3(Local15.x,Local15.y,Local15.z));
215
+ float3 Local17 = (Local16 * EmessiveColor);
216
+ float3 Local18 = math::lerp(float3(0.0,0.0,0.0),Local17,Local10.x);
217
+ float3 Local19 = math::lerp(float3(0.0,0.0,0.0),Local18,Local12.w);
218
+ float2 Local20 = (CustomizedUV0_mdl * 2.0);
219
+ float2 Local21 = (Local20 * Flake__space__Scale);
220
+ float3 Local22 = ::camera_position();
221
+ float Local23 = (0.5 * 2.0);
222
+ float Local24 = (Local22.x / Local23);
223
+ float Local25 = (0.8 * 2.0);
224
+ float Local26 = (Local22.y / Local25);
225
+ float Local27 = (Local24 + Local26);
226
+ float Local28 = (Local22.z / Local25);
227
+ float Local29 = (Local27 + Local28);
228
+ float Local30 = math::floor(Local29);
229
+ float Local31 = (0.47875 * Local30);
230
+ float2 Local32 = (Local21 + Local31);
231
+ float4 Local33 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local32.x,1.0-Local32.y),tex::wrap_repeat,tex::wrap_repeat);
232
+ float Local34 = math::ceil(Local29);
233
+ float Local35 = (0.47875 * Local34);
234
+ float2 Local36 = (Local21 + Local35);
235
+ float4 Local37 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local36.x,1.0-Local36.y),tex::wrap_repeat,tex::wrap_repeat);
236
+ float Local38 = math::frac(Local29);
237
+ float Local39 = math::lerp(Local33.x,Local37.x,Local38);
238
+ float3 Local40 = (Local22 + float3(286.265015,218.167999,0.0));
239
+ float Local41 = (Local40.x / Local23);
240
+ float Local42 = (Local40.y / Local25);
241
+ float Local43 = (Local41 + Local42);
242
+ float Local44 = (Local40.z / Local25);
243
+ float Local45 = (Local43 + Local44);
244
+ float Local46 = math::floor(Local45);
245
+ float Local47 = (0.47875 * Local46);
246
+ float2 Local48 = (Local21 + Local47);
247
+ float4 Local49 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local48.x,1.0-Local48.y),tex::wrap_repeat,tex::wrap_repeat);
248
+ float Local50 = math::ceil(Local45);
249
+ float Local51 = (0.47875 * Local50);
250
+ float2 Local52 = (Local21 + Local51);
251
+ float4 Local53 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat);
252
+ float Local54 = math::frac(Local45);
253
+ float Local55 = math::lerp(Local49.x,Local53.x,Local54);
254
+ float Local56 = (Local39 + Local55);
255
+ float3 Local57 = (Local22 + float3(15865.585938,2.6868,0.0));
256
+ float Local58 = (Local57.x / Local23);
257
+ float Local59 = (Local57.y / Local25);
258
+ float Local60 = (Local58 + Local59);
259
+ float Local61 = (Local57.z / Local25);
260
+ float Local62 = (Local60 + Local61);
261
+ float Local63 = math::floor(Local62);
262
+ float Local64 = (0.47875 * Local63);
263
+ float2 Local65 = (Local21 + Local64);
264
+ float4 Local66 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat);
265
+ float Local67 = math::ceil(Local62);
266
+ float Local68 = (0.47875 * Local67);
267
+ float2 Local69 = (Local21 + Local68);
268
+ float4 Local70 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local69.x,1.0-Local69.y),tex::wrap_repeat,tex::wrap_repeat);
269
+ float Local71 = math::frac(Local62);
270
+ float Local72 = math::lerp(Local66.x,Local70.x,Local71);
271
+ float Local73 = (Local72 * 0.5);
272
+ float Local74 = (Local56 + Local73);
273
+ float Local75 = math::pow(math::max(Local74,float(0.000001)),5.0);
274
+ float3 Local76 = (float3(Flakes__space__Color.x,Flakes__space__Color.y,Flakes__space__Color.z) * Local75);
275
+ float3 Local77 = (Local76 * Flake__space__Brightness);
276
+ float3 Local78 = (float3(Base__space__Color.x,Base__space__Color.y,Base__space__Color.z) + Local77);
277
+ float Local79 = false ? 1.0f : 0.0f;
278
+ float3 Local80 = math::lerp(Local78,float3(Tint__space__Shade.x,Tint__space__Shade.y,Tint__space__Shade.z),Local79);
279
+ float3 Local81 = (float3(0.03,0.03,0.03) * 1.0);
280
+ float3 Local82 = math::lerp(Local80,Local81,Local79);
281
+ float3 Local83 = math::lerp(float3(0.0,0.0,0.0),Local82,Local10.x);
282
+ float3 Local84 = math::lerp(float3(Local12.x,Local12.y,Local12.z),Local83,Local12.w);
283
+ float Local85 = (0.0 - 0.1);
284
+ float Local86 = (0.1 + 1.0);
285
+ float3 Local87 = (::pixel_normal_world_space(true) * float3(float2(0.0,0.0).x,float2(0.0,0.0).y,Dust_Amount));
286
+ float Local88 = (0.0 - Thickness);
287
+ float Local89 = (Thickness + 1.0);
288
+ float2 Local90 = (CustomizedUV0_mdl * Tiling);
289
+ float4 Local91 = tex::lookup_float4(texture_2d("./Textures/T_Noises.png",::tex::gamma_srgb),float2(Local90.x,1.0-Local90.y),tex::wrap_repeat,tex::wrap_repeat);
290
+ float Local92 = math::lerp(Local88,Local89,Local91.x);
291
+ float Local93 = math::min(math::max(Local92,0.0),1.0);
292
+ float Local94 = (1.0 - Local93);
293
+ float Local95 = math::lerp(Local87.z,0.0,Local94);
294
+ float3 Local96 = math::lerp(Local84,float3(DustColor.x,DustColor.y,DustColor.z),Local95);
295
+ float Local97 = math::lerp(Local85,Local86,Local96.x);
296
+ float Local98 = math::min(math::max(Local97,0.0),1.0);
297
+ float Local99 = (Local98 * 3.0);
298
+ float3 Local100 = math::lerp(Local84,float3(DustColor.x,DustColor.y,DustColor.z),Local99);
299
+ float3 Local101 = math::min(math::max(Local100,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
300
+ float Local102 = (0.0 - Mud_Thickness);
301
+ float Local103 = (Mud_Thickness + 1.0);
302
+ float3 Local104 = ::convert_to_left_hand(state::transform_point(state::coordinate_object, state::coordinate_world, ::convert_to_left_hand(float3((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z), true, true)), true, true);
303
+ float3 Local105 = ::convert_to_left_hand(state::transform_point(state::coordinate_object, state::coordinate_world, ::convert_to_left_hand(float3(::object_world_position(true).x,::object_world_position(true).y,::object_world_position(true).z), true, true)), true, true);
304
+ float3 Local106 = (Local104 - Local105);
305
+ float3 Local107 = CustomExpression0();
306
+ float3 Local108 = CustomExpression1();
307
+ float3 Local109 = (Local107 - Local108);
308
+ float3 Local110 = (Local106 / Local109);
309
+ float3 Local111 = (Local110 + Height);
310
+ float Local112 = (1.0 - Local111.z);
311
+ float Local113 = math::min(math::max(Local112,0.0),1.0);
312
+ float2 Local114 = (CustomizedUV0_mdl * Mud_Tiling);
313
+ float4 Local115 = tex::lookup_float4(texture_2d("./Textures/T_Noises.png",::tex::gamma_srgb),float2(Local114.x,1.0-Local114.y),tex::wrap_repeat,tex::wrap_repeat);
314
+ float Local116 = (Local113 * Local115.y);
315
+ float Local117 = math::lerp(Local102,Local103,Local116);
316
+ float Local118 = math::min(math::max(Local117,0.0),1.0);
317
+ float3 Local119 = math::lerp(Local101,float3(Mud_Color.x,Mud_Color.y,Mud_Color.z),Local118);
318
+ float Local120 = (Local95 + Local118);
319
+ float3 Local121 = math::lerp(Local84,Local119,Local120);
320
+ float4 Local122 = tex::lookup_float4(ORM,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
321
+ float3 Local123 = math::lerp(float3(0.0,0.0,0.0),float3(Metallic,Metallic,Metallic),Local10.x);
322
+ float3 Local124 = math::lerp(float3(Local122.z,Local122.z,Local122.z),Local123,Local12.w);
323
+ float Local125 = math::lerp(Local124.x,0.0,Local95);
324
+ float Local126 = math::lerp(Local124.x,Local125,Local120);
325
+ float3 Local127 = math::lerp(float3(0.5,0.5,0.5),float3(0.1,0.1,0.1),Local10.x);
326
+ float3 Local128 = math::lerp(float3(0.0,0.0,0.0),Local127,Local12.w);
327
+ float Local129 = math::lerp(Local128.x,0.0,Local95);
328
+ float Local130 = math::lerp(Local128.x,Local129,Local120);
329
+ float Local131 = (Local79 * -10.0);
330
+ float Local132 = math::pow(math::max(Local74,float(0.000001)),3.0);
331
+ float Local133 = math::lerp(0.2,0.8,Local132);
332
+ float Local134 = (Local133 * Local79);
333
+ float3 Local135 = math::lerp(float3(Local131,Local131,Local131),float3(Local134,Local134,Local134),Local10.x);
334
+ float3 Local136 = math::lerp(float3(Local122.y,Local122.y,Local122.y),Local135,Local12.w);
335
+ float Local137 = math::lerp(Local136.x,Roughness,Local95);
336
+ float Local138 = math::lerp(Local136.x,Local137,Local120);
337
+ float3 Local139 = math::lerp(float3(1.0,1.0,1.0),float3(Clear__space__Coat,Clear__space__Coat,Clear__space__Coat),Local10.x);
338
+ float3 Local140 = math::lerp(float3(0.0,0.0,0.0),Local139,Local12.w);
339
+ float Local141 = math::lerp(Local140.x,0.0,Local95);
340
+ float Local142 = math::lerp(Local140.x,Local141,Local120);
341
+ float3 Local143 = math::lerp(float3(0.1,0.1,0.1),float3(Clear__space__Coat__space__Roughness,Clear__space__Coat__space__Roughness,Clear__space__Coat__space__Roughness),Local10.x);
342
+ float3 Local144 = math::lerp(float3(0.0,0.0,0.0),Local143,Local12.w);
343
+ float Local145 = math::lerp(Local144.x,Roughness,Local95);
344
+ float Local146 = math::lerp(Local144.x,Local145,Local120);
345
+
346
+ float3 EmissiveColor_mdl = Local19;
347
+ float OpacityMask_mdl = 1.0;
348
+ float3 BaseColor_mdl = Local121;
349
+ float Metallic_mdl = Local126;
350
+ float Specular_mdl = Local130;
351
+ float Roughness_mdl = Local138;
352
+ float ClearCoat_mdl = Local142;
353
+ float ClearCoatRoughness_mdl = Local146;
354
+
355
+ } in
356
+ ::OmniUe4Base(
357
+ base_color: BaseColor_mdl,
358
+ metallic: Metallic_mdl,
359
+ roughness: Roughness_mdl,
360
+ specular: Specular_mdl,
361
+ normal: Normal_mdl,
362
+ clearcoat_weight: ClearCoat_mdl,
363
+ clearcoat_roughness: ClearCoatRoughness_mdl,
364
+ opacity: OpacityMask_mdl,
365
+ emissive_color: EmissiveColor_mdl,
366
+ two_sided: true);
exported_maps/town01_official/Materials/MI_Brick05.mdl ADDED
@@ -0,0 +1,155 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_Brick05(
21
+ float Rotation = 0.0
22
+ [[
23
+ anno::display_name("Rotation"),
24
+ anno::ui_order(32)
25
+ ]],
26
+ float Scale = 1.0
27
+ [[
28
+ anno::display_name("Scale"),
29
+ anno::ui_order(32)
30
+ ]],
31
+ uniform texture_2d NormalMap = texture_2d("./Textures/T_Flat_n.png",::tex::gamma_linear)
32
+ [[
33
+ anno::display_name("NormalMap"),
34
+ anno::ui_order(32),
35
+ sampler_normal()
36
+ ]],
37
+ float Puddles_Size = 0.003
38
+ [[
39
+ anno::display_name("Puddles_Size"),
40
+ anno::ui_order(32),
41
+ anno::in_group("Puddle")
42
+ ]],
43
+ float Puddles = 0.0
44
+ [[
45
+ anno::display_name("Puddles")
46
+ ]],
47
+ float Raindrops__space__UV__space__Scale = 0.005
48
+ [[
49
+ anno::display_name("Raindrops UV Scale"),
50
+ anno::ui_order(32),
51
+ anno::in_group("Ripples")
52
+ ]],
53
+ float Ripples = 0.0
54
+ [[
55
+ anno::display_name("Ripples")
56
+ ]],
57
+ float4 DetailColor = float4(1.0,1.0,1.0,0.0)
58
+ [[
59
+ anno::display_name("DetailColor"),
60
+ anno::ui_order(32)
61
+ ]],
62
+ float4 MaterialColor = float4(1.0,1.0,1.0,0.0)
63
+ [[
64
+ anno::display_name("MaterialColor"),
65
+ anno::ui_order(32)
66
+ ]],
67
+ uniform texture_2d BaseColor = texture_2d("./Textures/T_White_D.png",::tex::gamma_srgb)
68
+ [[
69
+ anno::display_name("BaseColor"),
70
+ anno::ui_order(32),
71
+ sampler_color()
72
+ ]],
73
+ float Wetness = 0.0
74
+ [[
75
+ anno::display_name("Wetness")
76
+ ]],
77
+ uniform texture_2d OcclussionRoughnessMetallic = texture_2d("./Textures/T_Flat_orm.png",::tex::gamma_srgb)
78
+ [[
79
+ anno::display_name("OcclussionRoughnessMetallic"),
80
+ anno::ui_order(32),
81
+ sampler_color()
82
+ ]],
83
+ int MaxTexCoordIndex = 3
84
+ [[
85
+ anno::hidden()
86
+ ]])
87
+ =
88
+ let {
89
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
90
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
91
+
92
+ float Local0 = (Rotation * 0.25);
93
+ float Local1 = math::cos(Local0);
94
+ float Local2 = math::sin(Local0);
95
+ float Local3 = (-1.0 * Local2);
96
+ float2 Local4 = (Scale * CustomizedUV0_mdl);
97
+ float2 Local8 = (Local4 - float2(0.5,0.5));
98
+ float Local9 = math::dot(float2(Local1,Local3), Local8);
99
+ float Local10 = math::dot(float2(Local2,Local1), Local8);
100
+ float2 Local11 = (float2(Local9,Local10) + float2(0.5,0.5));
101
+ float4 Local12 = ::unpack_normal_map(tex::lookup_float4(NormalMap,float2(Local11.x,1.0-Local11.y),tex::wrap_repeat,tex::wrap_repeat));
102
+ float3 Local13 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * Puddles_Size);
103
+ float Local14 = ::noise(texture_2d(), texture_3d(), Local13,1.0,1.0,4.0,0.0,6.0,0.0,1.0,2.0,0.0,0.0,512.0);
104
+ float Local15 = (1.0 - Puddles);
105
+ float Local16 = (Local15 * -2.0);
106
+ float Local17 = (Local16 + 1.0);
107
+ float Local18 = (Local14 + Local17);
108
+ float Local19 = math::min(math::max(Local18,0.0),1.0);
109
+ float3 Local20 = math::lerp(float3(Local12.x,Local12.y,Local12.z),float3(0.0,0.0,1.0),Local19);
110
+ float3 Local21 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * Raindrops__space__UV__space__Scale);
111
+ float3 Local22 = math::frac(Local21);
112
+ float2 Local23 = (float2(Local22.x,Local22.y) / float2(7.0,7.0));
113
+ float Local24 = (7.0 * 7.0);
114
+ float Local25 = math::frac(state::animation_time());
115
+ float2 Local26 = (float2(Local24,7.0) * float2(Local25,Local25));
116
+ float2 Local27 = math::floor(Local26);
117
+ float2 Local28 = (Local27 / float2(7.0,7.0));
118
+ float2 Local29 = (Local23 + Local28);
119
+ float4 Local30 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_ripples_sheet_HD_n.png",::tex::gamma_linear),float2(Local29.x,1.0-Local29.y),tex::wrap_repeat,tex::wrap_repeat));
120
+ float Local31 = (1.0 - Ripples);
121
+ float3 Local32 = math::lerp(float3(Local30.x,Local30.y,Local30.z),float3(0.0,0.0,1.0),Local31);
122
+ float3 Local33 = math::lerp(Local20,Local32,Local17);
123
+
124
+ float3 Normal_mdl = Local33;
125
+
126
+ float4 Local34 = tex::lookup_float4(BaseColor,float2(Local11.x,1.0-Local11.y),tex::wrap_repeat,tex::wrap_repeat);
127
+ float3 Local35 = math::lerp(float3(DetailColor.x,DetailColor.y,DetailColor.z),float3(MaterialColor.x,MaterialColor.y,MaterialColor.z),Local34.w);
128
+ float3 Local36 = (Local35 * float3(Local34.x,Local34.y,Local34.z));
129
+ float Local37 = (Wetness / 125.0);
130
+ float Local38 = (1.0 - Local37);
131
+ float3 Local39 = (Local36 * Local38);
132
+ float4 Local40 = tex::lookup_float4(OcclussionRoughnessMetallic,float2(Local11.x,1.0-Local11.y),tex::wrap_repeat,tex::wrap_repeat);
133
+ float Local41 = (Local40.y * 7.0);
134
+ float Local42 = (Local38 * 2.0);
135
+ float Local43 = (Local41 * Local42);
136
+ float Local44 = (1.0 - Local19);
137
+ float Local45 = math::min(math::max(Local44,0.0),Local43);
138
+
139
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
140
+ float OpacityMask_mdl = 1.0;
141
+ float3 BaseColor_mdl = Local39;
142
+ float Metallic_mdl = Local40.z;
143
+ float Specular_mdl = 0.5;
144
+ float Roughness_mdl = Local45;
145
+
146
+ } in
147
+ ::OmniUe4Base(
148
+ base_color: BaseColor_mdl,
149
+ metallic: Metallic_mdl,
150
+ roughness: Roughness_mdl,
151
+ specular: Specular_mdl,
152
+ normal: Normal_mdl,
153
+ opacity: OpacityMask_mdl,
154
+ emissive_color: EmissiveColor_mdl,
155
+ two_sided: false);
exported_maps/town01_official/Materials/MI_BusStop.mdl ADDED
@@ -0,0 +1,139 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_BusStop(
21
+ uniform texture_2d Normal = texture_2d("./Textures/T_Skyscraper01_N.png",::tex::gamma_linear)
22
+ [[
23
+ anno::display_name("Normal"),
24
+ anno::ui_order(1),
25
+ anno::in_group("1. Textures"),
26
+ sampler_normal()
27
+ ]],
28
+ float NormalFlatness = 0.0
29
+ [[
30
+ anno::display_name("NormalFlatness"),
31
+ anno::ui_order(2),
32
+ anno::in_group("4. Corrections"),
33
+ anno::soft_range(0.0, 1.0)
34
+ ]],
35
+ uniform texture_2d Emissive = texture_2d("./Textures/T_busStop_Glow.png",::tex::gamma_srgb)
36
+ [[
37
+ anno::display_name("Emissive"),
38
+ anno::ui_order(32),
39
+ anno::in_group("3. Emissive"),
40
+ sampler_color()
41
+ ]],
42
+ uniform texture_2d AO__space_____space__Roughness__space_____space__Metallic__space_____space__Emissive = texture_2d("./Textures/T_Skyscraper01_ORME.png",::tex::gamma_srgb)
43
+ [[
44
+ anno::display_name("AO / Roughness / Metallic / Emissive"),
45
+ anno::ui_order(2),
46
+ anno::in_group("1. Textures"),
47
+ sampler_color()
48
+ ]],
49
+ float Intensity = 0.0
50
+ [[
51
+ anno::display_name("Intensity"),
52
+ anno::ui_order(1),
53
+ anno::in_group("5. API Values"),
54
+ anno::soft_range(0.0, 1.0)
55
+ ]],
56
+ float Emissive__space__atenuance = 1.0
57
+ [[
58
+ anno::display_name("Emissive atenuance"),
59
+ anno::ui_order(2),
60
+ anno::in_group("3. Emissive")
61
+ ]],
62
+ float On_Off = 0.0
63
+ [[
64
+ anno::display_name("On/Off"),
65
+ anno::ui_order(32),
66
+ anno::in_group("5. API Values")
67
+ ]],
68
+ uniform texture_2d BaseColor = texture_2d("./Textures/T_Skyscraper01_D.png",::tex::gamma_srgb)
69
+ [[
70
+ anno::display_name("BaseColor"),
71
+ anno::ui_order(32),
72
+ anno::in_group("1. Textures"),
73
+ sampler_color()
74
+ ]],
75
+ float4 Color = float4(1.0,1.0,1.0,1.0)
76
+ [[
77
+ anno::display_name("Color"),
78
+ anno::ui_order(32),
79
+ anno::in_group("2. Color Variation")
80
+ ]],
81
+ float MetalCorrection = 100.0
82
+ [[
83
+ anno::display_name("MetalCorrection"),
84
+ anno::ui_order(1),
85
+ anno::in_group("4. Corrections"),
86
+ anno::soft_range(0.0, 100.0)
87
+ ]],
88
+ float RoughnessCorrection = 100.0
89
+ [[
90
+ anno::display_name("RoughnessCorrection"),
91
+ anno::ui_order(32),
92
+ anno::in_group("4. Corrections"),
93
+ anno::soft_range(0.0, 100.0)
94
+ ]],
95
+ int MaxTexCoordIndex = 3
96
+ [[
97
+ anno::hidden()
98
+ ]])
99
+ =
100
+ let {
101
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
102
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
103
+
104
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
105
+ float3 Local1 = math::lerp(float3(Local0.x,Local0.y,Local0.z),float3(0.0,0.0,1.0),NormalFlatness);
106
+
107
+ float3 Normal_mdl = Local1;
108
+
109
+ float4 Local2 = tex::lookup_float4(Emissive,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
110
+ float4 Local3 = tex::lookup_float4(AO__space_____space__Roughness__space_____space__Metallic__space_____space__Emissive,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
111
+ float3 Local4 = math::lerp(float3(0.0,0.0,0.0),float3(Local2.x,Local2.y,Local2.z),Local3.w);
112
+ float Local5 = (Intensity / Emissive__space__atenuance);
113
+ float3 Local6 = (Local4 * Local5);
114
+ float3 Local7 = math::lerp(float3(0.0,0.0,0.0),Local6,On_Off);
115
+ float4 Local8 = tex::lookup_float4(BaseColor,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
116
+ float3 Local9 = (float3(Color.x,Color.y,Color.z) * float3(Local8.x,Local8.y,Local8.z));
117
+ float3 Local10 = math::lerp(float3(Local8.x,Local8.y,Local8.z),Local9,Local8.w);
118
+ float Local11 = (MetalCorrection / 100.0);
119
+ float Local12 = (Local3.z * Local11);
120
+ float Local13 = (RoughnessCorrection / 100.0);
121
+ float Local14 = (Local3.y * Local13);
122
+
123
+ float3 EmissiveColor_mdl = Local7;
124
+ float OpacityMask_mdl = 1.0;
125
+ float3 BaseColor_mdl = Local10;
126
+ float Metallic_mdl = Local12;
127
+ float Specular_mdl = 0.5;
128
+ float Roughness_mdl = Local14;
129
+
130
+ } in
131
+ ::OmniUe4Base(
132
+ base_color: BaseColor_mdl,
133
+ metallic: Metallic_mdl,
134
+ roughness: Roughness_mdl,
135
+ specular: Specular_mdl,
136
+ normal: Normal_mdl,
137
+ opacity: OpacityMask_mdl,
138
+ emissive_color: EmissiveColor_mdl,
139
+ two_sided: false);
exported_maps/town01_official/Materials/MI_Bush.mdl ADDED
@@ -0,0 +1,234 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Subsurface import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_Bush(
21
+ uniform texture_2d Normal = texture_2d("./Textures/T_Bush_n.png",::tex::gamma_linear)
22
+ [[
23
+ anno::display_name("Normal"),
24
+ anno::ui_order(1),
25
+ anno::in_group("Textures"),
26
+ sampler_normal()
27
+ ]],
28
+ float Color__space__Variation__space__amount = 0.08
29
+ [[
30
+ anno::display_name("Color Variation amount"),
31
+ anno::ui_order(32)
32
+ ]],
33
+ int NumberInstances = 0
34
+ [[
35
+ anno::hidden()
36
+ ]],
37
+ uniform texture_2d Difuse = texture_2d("./Textures/T_Bush_d.png",::tex::gamma_srgb)
38
+ [[
39
+ anno::display_name("Difuse"),
40
+ anno::ui_order(5),
41
+ anno::in_group("Textures"),
42
+ sampler_color()
43
+ ]],
44
+ float Specular = 0.0
45
+ [[
46
+ anno::display_name("Specular"),
47
+ anno::ui_order(8),
48
+ anno::in_group("Textures")
49
+ ]],
50
+ float Rought = 0.0
51
+ [[
52
+ anno::display_name("Rought"),
53
+ anno::ui_order(9),
54
+ anno::in_group("Textures")
55
+ ]],
56
+ float SSS__space__Opacity = 0.0
57
+ [[
58
+ anno::display_name("SSS Opacity"),
59
+ anno::ui_order(9),
60
+ anno::in_group("Textures")
61
+ ]],
62
+ float VisualTime = 0.0
63
+ [[
64
+ anno::display_name("VisualTime")
65
+ ]],
66
+ int MaxTexCoordIndex = 3
67
+ [[
68
+ anno::hidden()
69
+ ]],
70
+ float Wweight = 0.01
71
+ [[
72
+ anno::display_name("Wweight"),
73
+ anno::ui_order(32),
74
+ anno::in_group("Wind control")
75
+ ]],
76
+ float WindIntensity = 0.0
77
+ [[
78
+ anno::display_name("WindIntensity")
79
+ ]],
80
+ float Object__space__Sway__space__World__space__Sine__space__Divider = 4.273736
81
+ [[
82
+ anno::display_name("Object Sway World Sine Divider"),
83
+ anno::ui_order(32),
84
+ anno::in_group("TreePivotPainter")
85
+ ]],
86
+ float Object__space__Sway__space__Wind__space__Speed__space__Multiplier = 1.126057
87
+ [[
88
+ anno::display_name("Object Sway Wind Speed Multiplier"),
89
+ anno::ui_order(32),
90
+ anno::in_group("TreePivotPainter")
91
+ ]],
92
+ float Wind__space__Speed__space__Multiplier = 1.0
93
+ [[
94
+ anno::display_name("Wind Speed Multiplier"),
95
+ anno::ui_order(32),
96
+ anno::in_group("TreePivotPainter")
97
+ ]],
98
+ float4 Object__space__sway__space__color = float4(0.1,0.1,0.256,0.1)
99
+ [[
100
+ anno::display_name("Object sway color"),
101
+ anno::ui_order(32),
102
+ anno::in_group("TreePivotPainter")
103
+ ]],
104
+ float Object__space__Sway__space__Amount = 0.01
105
+ [[
106
+ anno::display_name("Object Sway Amount"),
107
+ anno::ui_order(32),
108
+ anno::in_group("TreePivotPainter")
109
+ ]])
110
+ [[
111
+ dither_masked_off(),
112
+ distill_off()
113
+ ]]
114
+ =
115
+ let {
116
+ float Local15 = math::dot(float3(float4(0.0,1.0,0.0,1.0).x,float4(0.0,1.0,0.0,1.0).y,float4(0.0,1.0,0.0,1.0).z), float3(float4(0.0,1.0,0.0,1.0).x,float4(0.0,1.0,0.0,1.0).y,float4(0.0,1.0,0.0,1.0).z));
117
+ float Local16 = math::sqrt(Local15);
118
+ float3 Local17 = (float3(float4(0.0,1.0,0.0,1.0).x,float4(0.0,1.0,0.0,1.0).y,float4(0.0,1.0,0.0,1.0).z) / Local16);
119
+ float Local18 = (VisualTime * 1.0);
120
+ float Local19 = (Local18 * -0.5);
121
+ float Local20 = (float4(0.0,1.0,0.0,1.0).w * Local19);
122
+ float3 Local21 = (Local17 * Local20);
123
+ float3 Local22 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) / 1024.0);
124
+ float3 Local23 = (Local21 + Local22);
125
+ float3 Local24 = (Local23 + 0.5);
126
+ float3 Local25 = math::frac(Local24);
127
+ float3 Local26 = (Local25 * 2.0);
128
+ float3 Local27 = (Local26 + -1.0);
129
+ float3 Local28 = math::abs(Local27);
130
+ float3 Local29 = (Local28 * 2.0);
131
+ float3 Local30 = (3.0 - Local29);
132
+ float3 Local31 = (Local30 * Local28);
133
+ float3 Local32 = (Local31 * Local28);
134
+ float Local33 = math::dot(Local17, Local32);
135
+ float3 Local34 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) / 200.0);
136
+ float3 Local35 = (Local20 + Local34);
137
+ float3 Local36 = (Local35 + 0.5);
138
+ float3 Local37 = math::frac(Local36);
139
+ float3 Local38 = (Local37 * 2.0);
140
+ float3 Local39 = (Local38 + -1.0);
141
+ float3 Local40 = math::abs(Local39);
142
+ float3 Local41 = (Local40 * 2.0);
143
+ float3 Local42 = (3.0 - Local41);
144
+ float3 Local43 = (Local42 * Local40);
145
+ float3 Local44 = (Local43 * Local40);
146
+ float3 Local45 = (Local44 - 0.0);
147
+ float Local46 = math::dot(Local45, Local45);
148
+ float Local47 = math::sqrt(Local46);
149
+ float Local48 = (Local33 + Local47);
150
+ float Local49 = (Local48 * 6.283185);
151
+ float3 Local50 = math::cross(Local17,float3(0.0,0.0,1.0));
152
+ float4 Local51 = tex::lookup_float4(Difuse,float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x, state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y),tex::wrap_repeat,tex::wrap_repeat);
153
+ float3 Local52 = (Local51.x + float3(0.0,0.0,-10.0));
154
+ float3 Local53 = ::rotate_about_axis(float4(Local50.x,Local50.y,Local50.z,Local49),Local52,float3(Local51.x,Local51.x,Local51.x));
155
+ float3 Local54 = (Local53 * Wweight);
156
+ float Local55 = (WindIntensity / 10.0);
157
+ float3 Local56 = (Local54 * Local55);
158
+ float3 Local57 = (Local56 + Local51.x);
159
+ float3 Local58 = ::convert_to_left_hand(state::transform_point(state::coordinate_object, state::coordinate_world, ::convert_to_left_hand(float3(float3(0.0,0.0,0.0).x,float3(0.0,0.0,0.0).y,float3(0.0,0.0,0.0).z), true, true)), true, true);
160
+ float Local59 = math::dot(Local58, Local17);
161
+ float Local60 = (Local59 / Object__space__Sway__space__World__space__Sine__space__Divider);
162
+ float Local61 = (float4(0.0,1.0,0.0,1.0).w * VisualTime);
163
+ float Local62 = (Local61 * Wind__space__Speed__space__Multiplier);
164
+ float Local63 = (Object__space__Sway__space__Wind__space__Speed__space__Multiplier * Local62);
165
+ float Local64 = (Local60 + Local63);
166
+ float Local65 = (Local64 * Object__space__sway__space__color.x);
167
+ float Local66 = (Local65 * 6.283185);
168
+ float Local67 = math::sin(Local66);
169
+ float Local68 = (Local67 * Object__space__sway__space__color.y);
170
+ float Local69 = (Local64 + 0.458);
171
+ float Local70 = (Local69 * Object__space__sway__space__color.z);
172
+ float Local71 = (Local70 * 6.283185);
173
+ float Local72 = math::sin(Local71);
174
+ float Local73 = (Local72 * Object__space__sway__space__color.w);
175
+ float Local74 = (Local68 + Local73);
176
+ float Local75 = (Local74 * 6.283185);
177
+ float3 Local76 = ::convert_to_left_hand(state::transform_vector(state::coordinate_object, state::coordinate_world, ::convert_to_left_hand(float3(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y,float3(0.0,0.0,1.0).z), true, false)), true, false);
178
+ float3 Local77 = math::cross(Local76,Local17);
179
+ float Local78 = math::dot(Local77, Local77);
180
+ float Local79 = math::sqrt(Local78);
181
+ float3 Local80 = (Local77 / Local79);
182
+ float3 Local81 = ::rotate_about_axis(float4(Local80.x,Local80.y,Local80.z,Local75),Local58,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0));
183
+ float3 Local82 = (Local58 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0));
184
+ float Local83 = math::dot(Local82, Local82);
185
+ float Local84 = math::sqrt(Local83);
186
+ float Local85 = (Local84 / ::object_radius());
187
+ float Local86 = (Local85 * Local85);
188
+ float Local87 = (Local86 * Object__space__Sway__space__Amount);
189
+ float3 Local88 = (Local81 * Local87);
190
+ float3 Local89 = (Local57 + Local88);
191
+
192
+ float3 WorldPositionOffset_mdl = Local89;
193
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
194
+
195
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
196
+
197
+ float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z);
198
+
199
+ float3 Local1 = (float3(100.0,10.0,1.0) * ::per_instance_random(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), NumberInstances));
200
+ float3 Local2 = (::object_world_position(true) * 0.01);
201
+ float3 Local3 = (Local1 + Local2);
202
+ float3 Local4 = math::frac(Local3);
203
+ float Local5 = math::dot(float2(Local4.x,Local4.y), float2(Local4.y,Local4.z));
204
+ float Local6 = (-0.5 + Local5);
205
+ float Local7 = (Local6 * 2.0);
206
+ float Local8 = (Color__space__Variation__space__amount * Local7);
207
+ float Local9 = math::dot(Local4, Local4);
208
+ float Local10 = math::sqrt(Local9);
209
+ float3 Local11 = (Local4 / Local10);
210
+ float3 Local12 = (Local8 * Local11);
211
+ float4 Local13 = tex::lookup_float4(Difuse,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
212
+ float3 Local14 = (Local12 + float3(Local13.x,Local13.y,Local13.z));
213
+
214
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
215
+ float Opacity_mdl = SSS__space__Opacity;
216
+ float OpacityMask_mdl = (Local13.w - 0.5) < 0.0f ? 0.0f : 1.0f;
217
+ float3 BaseColor_mdl = Local14;
218
+ float Metallic_mdl = 0.0;
219
+ float Specular_mdl = Specular;
220
+ float Roughness_mdl = Rought;
221
+ float3 SubsurfaceColor_mdl = Local14;
222
+
223
+ } in
224
+ ::OmniUe4Subsurface(
225
+ base_color: BaseColor_mdl,
226
+ metallic: Metallic_mdl,
227
+ roughness: Roughness_mdl,
228
+ specular: Specular_mdl,
229
+ normal: Normal_mdl,
230
+ opacity: Opacity_mdl,
231
+ emissive_color: EmissiveColor_mdl,
232
+ opacity_mask: OpacityMask_mdl,
233
+ subsurface_color: SubsurfaceColor_mdl,
234
+ two_sided: true);
exported_maps/town01_official/Materials/MI_CarLightGlass_VolkswagenT2_back.mdl ADDED
@@ -0,0 +1,105 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Translucent import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_CarLightGlass_VolkswagenT2_back(
21
+ uniform texture_2d Normal = texture_2d("./Textures/T_Flat_n.png",::tex::gamma_linear)
22
+ [[
23
+ anno::display_name("Normal"),
24
+ anno::ui_order(1),
25
+ anno::in_group("Textures"),
26
+ sampler_normal()
27
+ ]],
28
+ uniform texture_2d Diffuse = texture_2d("./Textures/T_Asphalt03_d.png",::tex::gamma_linear)
29
+ [[
30
+ anno::display_name("Diffuse"),
31
+ anno::ui_order(1),
32
+ anno::in_group("Textures"),
33
+ sampler_color()
34
+ ]],
35
+ float Occlusion = 1.0
36
+ [[
37
+ anno::display_name("Occlusion"),
38
+ anno::ui_order(32),
39
+ anno::in_group("Plain Glass"),
40
+ anno::soft_range(0.0, 1.0)
41
+ ]],
42
+ float Roughness = 0.1
43
+ [[
44
+ anno::display_name("Roughness"),
45
+ anno::ui_order(32),
46
+ anno::in_group("Plain Glass"),
47
+ anno::soft_range(0.0, 1.0)
48
+ ]],
49
+ float Metallic = 0.0
50
+ [[
51
+ anno::display_name("Metallic"),
52
+ anno::ui_order(32),
53
+ anno::in_group("Plain Glass"),
54
+ anno::soft_range(0.0, 1.0)
55
+ ]],
56
+ float Alpha = 0.8
57
+ [[
58
+ anno::display_name("Alpha"),
59
+ anno::ui_order(32),
60
+ anno::in_group("Plain Glass")
61
+ ]],
62
+ float Transparency = 50.0
63
+ [[
64
+ anno::display_name("Transparency"),
65
+ anno::ui_order(32),
66
+ anno::in_group("Plain Glass")
67
+ ]],
68
+ int MaxTexCoordIndex = 3
69
+ [[
70
+ anno::hidden()
71
+ ]])
72
+ =
73
+ let {
74
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
75
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
76
+
77
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
78
+
79
+ float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z);
80
+
81
+ float4 Local1 = tex::lookup_float4(Diffuse,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
82
+ float Local2 = (Transparency / 100.0);
83
+ float Local3 = math::lerp(0.98,Local2,Local1.w);
84
+
85
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
86
+ float Opacity_mdl = Local3;
87
+ float OpacityMask_mdl = (math::saturate(Local3) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f;
88
+ float3 BaseColor_mdl = float3(Local1.x,Local1.y,Local1.z);
89
+ float Metallic_mdl = float4(float3(float2(Occlusion,Roughness).x,float2(Occlusion,Roughness).y,Metallic).x,float3(float2(Occlusion,Roughness).x,float2(Occlusion,Roughness).y,Metallic).y,float3(float2(Occlusion,Roughness).x,float2(Occlusion,Roughness).y,Metallic).z,Alpha).z;
90
+ float Specular_mdl = 0.5;
91
+ float Roughness_mdl = float4(float3(float2(Occlusion,Roughness).x,float2(Occlusion,Roughness).y,Metallic).x,float3(float2(Occlusion,Roughness).x,float2(Occlusion,Roughness).y,Metallic).y,float3(float2(Occlusion,Roughness).x,float2(Occlusion,Roughness).y,Metallic).z,Alpha).y;
92
+ float2 Refraction_mdl = math::max(float2(float2(1.0,0.0).x,float2(1.0,0.0).x), 1.0f);
93
+
94
+ } in
95
+ ::OmniUe4Translucent(
96
+ base_color: BaseColor_mdl,
97
+ metallic: Metallic_mdl,
98
+ roughness: Roughness_mdl,
99
+ specular: Specular_mdl,
100
+ normal: Normal_mdl,
101
+ opacity: Opacity_mdl,
102
+ opacity_mask: OpacityMask_mdl,
103
+ emissive_color: EmissiveColor_mdl,
104
+ refraction: Refraction_mdl.x,
105
+ two_sided: false);
exported_maps/town01_official/Materials/MI_Concrete_02.mdl ADDED
@@ -0,0 +1,208 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_Concrete_02(
21
+ float Scale__space__X = 1.0
22
+ [[
23
+ anno::display_name("Scale X"),
24
+ anno::in_group("Scale & Offset")
25
+ ]],
26
+ float Scale__space__Y = 1.0
27
+ [[
28
+ anno::display_name("Scale Y"),
29
+ anno::ui_order(1),
30
+ anno::in_group("Scale & Offset")
31
+ ]],
32
+ float Offset__space__X = 0.0
33
+ [[
34
+ anno::display_name("Offset X"),
35
+ anno::ui_order(2),
36
+ anno::in_group("Scale & Offset")
37
+ ]],
38
+ float Offset__space__Y = 0.0
39
+ [[
40
+ anno::display_name("Offset Y"),
41
+ anno::ui_order(3),
42
+ anno::in_group("Scale & Offset")
43
+ ]],
44
+ uniform texture_2d Normal = texture_2d("./Textures/T_Flat_n_0.png",::tex::gamma_linear)
45
+ [[
46
+ anno::display_name("Normal"),
47
+ anno::ui_order(1),
48
+ anno::in_group("1. Textures"),
49
+ sampler_normal()
50
+ ]],
51
+ float NormalFlatness = 0.0
52
+ [[
53
+ anno::display_name("NormalFlatness"),
54
+ anno::ui_order(9),
55
+ anno::in_group("4. Corrections"),
56
+ anno::soft_range(0.0, 1.0)
57
+ ]],
58
+ uniform texture_2d Emissive = texture_2d("./Textures/T_busStop_Glow.png",::tex::gamma_srgb)
59
+ [[
60
+ anno::display_name("Emissive"),
61
+ anno::ui_order(32),
62
+ anno::in_group("3. Emissive"),
63
+ sampler_color()
64
+ ]],
65
+ uniform texture_2d AO__space_____space__Roughness__space_____space__Metallic__space_____space__Emissive = texture_2d("./Textures/T_Flat_orm_1.png",::tex::gamma_linear)
66
+ [[
67
+ anno::display_name("AO / Roughness / Metallic / Emissive"),
68
+ anno::ui_order(2),
69
+ anno::in_group("1. Textures"),
70
+ sampler_color()
71
+ ]],
72
+ float EmissiveIntensity = 0.0
73
+ [[
74
+ anno::display_name("EmissiveIntensity"),
75
+ anno::ui_order(1),
76
+ anno::in_group("5. API Values"),
77
+ anno::soft_range(0.0, 1.0)
78
+ ]],
79
+ float Emissive__space__attenuance = 1.0
80
+ [[
81
+ anno::display_name("Emissive attenuance"),
82
+ anno::ui_order(2),
83
+ anno::in_group("3. Emissive")
84
+ ]],
85
+ float On_Off = 0.0
86
+ [[
87
+ anno::display_name("On/Off"),
88
+ anno::ui_order(32),
89
+ anno::in_group("5. API Values")
90
+ ]],
91
+ float Hue = 0.0
92
+ [[
93
+ anno::display_name("Hue"),
94
+ anno::ui_order(1),
95
+ anno::in_group("4. Corrections"),
96
+ anno::soft_range(0.0, 1.0)
97
+ ]],
98
+ uniform texture_2d BaseColor = texture_2d("./Textures/T_Flat_White_d.png",::tex::gamma_srgb)
99
+ [[
100
+ anno::display_name("BaseColor"),
101
+ anno::ui_order(32),
102
+ anno::in_group("1. Textures"),
103
+ sampler_color()
104
+ ]],
105
+ float Saturation = 1.0
106
+ [[
107
+ anno::display_name("Saturation"),
108
+ anno::ui_order(2),
109
+ anno::in_group("4. Corrections"),
110
+ anno::soft_range(0.0, 1.0)
111
+ ]],
112
+ float Brightness = 1.0
113
+ [[
114
+ anno::display_name("Brightness"),
115
+ anno::ui_order(32),
116
+ anno::in_group("4. Corrections"),
117
+ anno::soft_range(0.0, 5.0)
118
+ ]],
119
+ float Wetness = 0.0
120
+ [[
121
+ anno::display_name("Wetness")
122
+ ]],
123
+ float MetalCorrection = 1.0
124
+ [[
125
+ anno::display_name("MetalCorrection"),
126
+ anno::ui_order(7),
127
+ anno::in_group("4. Corrections")
128
+ ]],
129
+ float RoughnessCorrection = 0.0
130
+ [[
131
+ anno::display_name("RoughnessCorrection"),
132
+ anno::ui_order(5),
133
+ anno::in_group("4. Corrections")
134
+ ]],
135
+ float RoughnessContrast = 0.0
136
+ [[
137
+ anno::display_name("RoughnessContrast"),
138
+ anno::ui_order(6),
139
+ anno::in_group("4. Corrections")
140
+ ]],
141
+ int MaxTexCoordIndex = 3
142
+ [[
143
+ anno::hidden()
144
+ ]])
145
+ =
146
+ let {
147
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
148
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
149
+
150
+ float2 Local0 = (CustomizedUV0_mdl * float2(Scale__space__X,Scale__space__Y));
151
+ float2 Local1 = (float2(Offset__space__X,Offset__space__Y) / 2.0);
152
+ float2 Local2 = (Local0 + Local1);
153
+ float4 Local3 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local2.x,1.0-Local2.y),tex::wrap_repeat,tex::wrap_repeat));
154
+ float3 Local4 = math::lerp(float3(Local3.x,Local3.y,Local3.z),float3(0.0,0.0,1.0),NormalFlatness);
155
+
156
+ float3 Normal_mdl = Local4;
157
+
158
+ float4 Local5 = tex::lookup_float4(Emissive,float2(Local2.x,1.0-Local2.y),tex::wrap_repeat,tex::wrap_repeat);
159
+ float4 Local6 = tex::lookup_float4(AO__space_____space__Roughness__space_____space__Metallic__space_____space__Emissive,float2(Local2.x,1.0-Local2.y),tex::wrap_repeat,tex::wrap_repeat);
160
+ float3 Local7 = math::lerp(float3(0.0,0.0,0.0),float3(Local5.x,Local5.y,Local5.z),Local6.w);
161
+ float Local8 = (EmissiveIntensity / Emissive__space__attenuance);
162
+ float3 Local9 = (Local7 * Local8);
163
+ float3 Local10 = math::lerp(float3(0.0,0.0,0.0),Local9,On_Off);
164
+ float Local11 = (Hue * 6.283185);
165
+ float Local12 = math::dot(float3(1.0,1.0,1.0), float3(1.0,1.0,1.0));
166
+ float Local13 = math::sqrt(Local12);
167
+ float3 Local14 = (float3(1.0,1.0,1.0) / Local13);
168
+ float4 Local15 = tex::lookup_float4(BaseColor,float2(Local2.x,1.0-Local2.y),tex::wrap_repeat,tex::wrap_repeat);
169
+ float3 Local16 = ::rotate_about_axis(float4(Local14.x,Local14.y,Local14.z,Local11),float3(0.0,0.0,0.0),float3(Local15.x,Local15.y,Local15.z));
170
+ float3 Local17 = (Local16 + float3(Local15.x,Local15.y,Local15.z));
171
+ float Local18 = math::dot(Local17, float3(0.3,0.59,0.11));
172
+ float Local19 = (Saturation * -1.0);
173
+ float Local20 = (Local19 + 1.0);
174
+ float Local21 = math::min(math::max(Local20,0.0),1.0);
175
+ float3 Local22 = math::lerp(Local17,float3(Local18,Local18,Local18),Local21);
176
+ float3 Local23 = (Local22 * Brightness);
177
+ float Local24 = (Wetness / 125.0);
178
+ float Local25 = (1.0 - Local24);
179
+ float3 Local26 = (Local23 * Local25);
180
+ float Local27 = (Local6.z * MetalCorrection);
181
+ float Local28 = (RoughnessCorrection / 100.0);
182
+ float Local29 = (RoughnessContrast / 100.0);
183
+ float Local30 = (0.0 - Local29);
184
+ float Local31 = (Local29 + 1.0);
185
+ float Local32 = math::lerp(Local30,Local31,Local6.y);
186
+ float Local33 = math::min(math::max(Local32,0.0),1.0);
187
+ float Local34 = (Local28 + Local33);
188
+ float Local35 = (Local25 * 2.0);
189
+ float Local36 = (Local34 * Local35);
190
+ float Local37 = math::min(math::max(Local36,0.0),1.0);
191
+
192
+ float3 EmissiveColor_mdl = Local10;
193
+ float OpacityMask_mdl = 1.0;
194
+ float3 BaseColor_mdl = Local26;
195
+ float Metallic_mdl = Local27;
196
+ float Specular_mdl = 0.5;
197
+ float Roughness_mdl = Local37;
198
+
199
+ } in
200
+ ::OmniUe4Base(
201
+ base_color: BaseColor_mdl,
202
+ metallic: Metallic_mdl,
203
+ roughness: Roughness_mdl,
204
+ specular: Specular_mdl,
205
+ normal: Normal_mdl,
206
+ opacity: OpacityMask_mdl,
207
+ emissive_color: EmissiveColor_mdl,
208
+ two_sided: false);
exported_maps/town01_official/Materials/MI_Concrete_06.mdl ADDED
@@ -0,0 +1,89 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_Concrete_06(
21
+ float Tiling__space__x = 0.003
22
+ [[
23
+ anno::display_name("Tiling x"),
24
+ anno::ui_order(32)
25
+ ]],
26
+ float tiling__space__y = 0.003
27
+ [[
28
+ anno::display_name("tiling y"),
29
+ anno::ui_order(32)
30
+ ]],
31
+ uniform texture_2d normal = texture_2d("./Textures/Vh_Car_ToyotaLandCruiser_LightsFrontMat_Normal.png",::tex::gamma_linear)
32
+ [[
33
+ anno::display_name("normal"),
34
+ anno::ui_order(32),
35
+ sampler_normal()
36
+ ]],
37
+ float Param = 0.0
38
+ [[
39
+ anno::display_name("Param"),
40
+ anno::ui_order(32)
41
+ ]],
42
+ uniform texture_2d Basecolor = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
43
+ [[
44
+ anno::display_name("Basecolor"),
45
+ anno::ui_order(32),
46
+ sampler_color()
47
+ ]],
48
+ uniform texture_2d OclussionRoughnessMetallic = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
49
+ [[
50
+ anno::display_name("OclussionRoughnessMetallic"),
51
+ anno::ui_order(32),
52
+ sampler_color()
53
+ ]],
54
+ float RoughnessCorrection = 7.0
55
+ [[
56
+ anno::display_name("RoughnessCorrection"),
57
+ anno::ui_order(32)
58
+ ]])
59
+ =
60
+ let {
61
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
62
+
63
+ float2 Local0 = (float2(Tiling__space__x,tiling__space__y) * float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y));
64
+ float4 Local1 = ::unpack_normal_map(tex::lookup_float4(normal,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat));
65
+ float3 Local2 = math::lerp(float3(Local1.x,Local1.y,Local1.z),float3(0.0,0.0,1.0),Param);
66
+
67
+ float3 Normal_mdl = Local2;
68
+
69
+ float4 Local3 = tex::lookup_float4(Basecolor,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
70
+ float4 Local4 = tex::lookup_float4(OclussionRoughnessMetallic,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
71
+ float Local5 = (Local4.y * RoughnessCorrection);
72
+
73
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
74
+ float OpacityMask_mdl = 1.0;
75
+ float3 BaseColor_mdl = float3(Local3.x,Local3.y,Local3.z);
76
+ float Metallic_mdl = Local4.z;
77
+ float Specular_mdl = 0.5;
78
+ float Roughness_mdl = Local5;
79
+
80
+ } in
81
+ ::OmniUe4Base(
82
+ base_color: BaseColor_mdl,
83
+ metallic: Metallic_mdl,
84
+ roughness: Roughness_mdl,
85
+ specular: Specular_mdl,
86
+ normal: Normal_mdl,
87
+ opacity: OpacityMask_mdl,
88
+ emissive_color: EmissiveColor_mdl,
89
+ two_sided: false);
exported_maps/town01_official/Materials/MI_Dirt.mdl ADDED
@@ -0,0 +1,255 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_Dirt(
21
+ float Scale__space__X = 1.0
22
+ [[
23
+ anno::display_name("Scale X"),
24
+ anno::in_group("Scale & Offset")
25
+ ]],
26
+ float Scale__space__Y = 1.0
27
+ [[
28
+ anno::display_name("Scale Y"),
29
+ anno::ui_order(1),
30
+ anno::in_group("Scale & Offset")
31
+ ]],
32
+ float Offset__space__X = 0.0
33
+ [[
34
+ anno::display_name("Offset X"),
35
+ anno::ui_order(2),
36
+ anno::in_group("Scale & Offset")
37
+ ]],
38
+ float Offset__space__Y = 0.0
39
+ [[
40
+ anno::display_name("Offset Y"),
41
+ anno::ui_order(3),
42
+ anno::in_group("Scale & Offset")
43
+ ]],
44
+ uniform texture_2d Normal = texture_2d("./Textures/T_Flat_n_0.png",::tex::gamma_linear)
45
+ [[
46
+ anno::display_name("Normal"),
47
+ anno::ui_order(1),
48
+ anno::in_group("1. Textures"),
49
+ sampler_normal()
50
+ ]],
51
+ float NormalFlatness = 0.0
52
+ [[
53
+ anno::display_name("NormalFlatness"),
54
+ anno::ui_order(9),
55
+ anno::in_group("4. Corrections"),
56
+ anno::soft_range(0.0, 1.0)
57
+ ]],
58
+ float Puddles__space__Size = 0.003
59
+ [[
60
+ anno::display_name("Puddles Size"),
61
+ anno::ui_order(32),
62
+ anno::in_group("Puddle")
63
+ ]],
64
+ float Puddles = 0.0
65
+ [[
66
+ anno::display_name("Puddles")
67
+ ]],
68
+ float Raindrops__space__UV__space__Scale = 0.005
69
+ [[
70
+ anno::display_name("Raindrops UV Scale"),
71
+ anno::ui_order(32),
72
+ anno::in_group("Ripples")
73
+ ]],
74
+ float Ripples = 0.0
75
+ [[
76
+ anno::display_name("Ripples")
77
+ ]],
78
+ float Raindrops__space__Fading = 2.0
79
+ [[
80
+ anno::display_name("Raindrops Fading"),
81
+ anno::ui_order(1),
82
+ anno::in_group("Ripples")
83
+ ]],
84
+ uniform texture_2d AO__space_____space__Roughness__space_____space__Metallic__space_____space__Emissive = texture_2d("./Textures/T_Flat_orm_1.png",::tex::gamma_linear)
85
+ [[
86
+ anno::display_name("AO / Roughness / Metallic / Emissive"),
87
+ anno::ui_order(2),
88
+ anno::in_group("1. Textures"),
89
+ sampler_color()
90
+ ]],
91
+ float4 EmissiveColor = float4(1.0,1.0,1.0,1.0)
92
+ [[
93
+ anno::display_name("EmissiveColor"),
94
+ anno::ui_order(1),
95
+ anno::in_group("3. Emissive")
96
+ ]],
97
+ float EmissiveIntensity = 0.0
98
+ [[
99
+ anno::display_name("EmissiveIntensity"),
100
+ anno::ui_order(1),
101
+ anno::in_group("5. API Values"),
102
+ anno::soft_range(0.0, 1.0)
103
+ ]],
104
+ float Emissive__space__attenuance = 1.0
105
+ [[
106
+ anno::display_name("Emissive attenuance"),
107
+ anno::ui_order(2),
108
+ anno::in_group("3. Emissive")
109
+ ]],
110
+ float On_Off = 0.0
111
+ [[
112
+ anno::display_name("On/Off"),
113
+ anno::ui_order(32),
114
+ anno::in_group("5. API Values")
115
+ ]],
116
+ float Hue = 0.0
117
+ [[
118
+ anno::display_name("Hue"),
119
+ anno::ui_order(1),
120
+ anno::in_group("4. Corrections"),
121
+ anno::soft_range(0.0, 1.0)
122
+ ]],
123
+ uniform texture_2d BaseColor = texture_2d("./Textures/T_Flat_White_d.png",::tex::gamma_srgb)
124
+ [[
125
+ anno::display_name("BaseColor"),
126
+ anno::ui_order(32),
127
+ anno::in_group("1. Textures"),
128
+ sampler_color()
129
+ ]],
130
+ float Saturation = 1.0
131
+ [[
132
+ anno::display_name("Saturation"),
133
+ anno::ui_order(2),
134
+ anno::in_group("4. Corrections"),
135
+ anno::soft_range(0.0, 1.0)
136
+ ]],
137
+ float Brightness = 1.0
138
+ [[
139
+ anno::display_name("Brightness"),
140
+ anno::ui_order(32),
141
+ anno::in_group("4. Corrections"),
142
+ anno::soft_range(0.0, 5.0)
143
+ ]],
144
+ float Wetness = 0.0
145
+ [[
146
+ anno::display_name("Wetness")
147
+ ]],
148
+ float MetalCorrection = 1.0
149
+ [[
150
+ anno::display_name("MetalCorrection"),
151
+ anno::ui_order(7),
152
+ anno::in_group("4. Corrections")
153
+ ]],
154
+ float RoughnessCorrection = 0.0
155
+ [[
156
+ anno::display_name("RoughnessCorrection"),
157
+ anno::ui_order(5),
158
+ anno::in_group("4. Corrections")
159
+ ]],
160
+ float RoughnessContrast = 0.0
161
+ [[
162
+ anno::display_name("RoughnessContrast"),
163
+ anno::ui_order(6),
164
+ anno::in_group("4. Corrections")
165
+ ]])
166
+ =
167
+ let {
168
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
169
+
170
+ float2 Local0 = (float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y) * float2(Scale__space__X,Scale__space__Y));
171
+ float2 Local1 = (float2(Offset__space__X,Offset__space__Y) / 2.0);
172
+ float2 Local2 = (Local0 + Local1);
173
+ float4 Local3 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local2.x,1.0-Local2.y),tex::wrap_repeat,tex::wrap_repeat));
174
+ float3 Local4 = math::lerp(float3(Local3.x,Local3.y,Local3.z),float3(0.0,0.0,1.0),NormalFlatness);
175
+ float3 Local5 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * Puddles__space__Size);
176
+ float Local6 = ::noise(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), texture_3d(), Local5,1.0,1.0,1.0,0.0,6.0,0.0,1.0,2.0,0.0,0.0,512.0);
177
+ float Local7 = (Puddles + -0.001);
178
+ float Local8 = (1.0 - Local7);
179
+ float Local9 = (Local8 * -2.0);
180
+ float Local10 = (Local9 + 1.0);
181
+ float Local11 = (Local6 + Local10);
182
+ float Local12 = math::min(math::max(Local11,0.0),1.0);
183
+ float3 Local13 = math::lerp(Local4,float3(0.0,0.0,1.0),Local12);
184
+ float3 Local14 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * Raindrops__space__UV__space__Scale);
185
+ float3 Local15 = math::frac(Local14);
186
+ float2 Local16 = (float2(Local15.x,Local15.y) / float2(7.0,7.0));
187
+ float Local17 = (7.0 * 7.0);
188
+ float Local18 = math::frac(state::animation_time());
189
+ float2 Local19 = (float2(Local17,7.0) * float2(Local18,Local18));
190
+ float2 Local20 = math::floor(Local19);
191
+ float2 Local21 = (Local20 / float2(7.0,7.0));
192
+ float2 Local22 = (Local16 + Local21);
193
+ float4 Local23 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_ripples_sheet_HD_n.png",::tex::gamma_linear),float2(Local22.x,1.0-Local22.y),tex::wrap_repeat,tex::wrap_repeat));
194
+ float Local24 = (1.0 - Ripples);
195
+ float3 Local25 = math::lerp(float3(Local23.x,Local23.y,Local23.z),float3(0.0,0.0,1.0),Local24);
196
+ float Local26 = math::dot(::vertex_normal_world_space(true), float3(0.0,0.0,1.0));
197
+ float Local27 = math::min(math::max(Local26,0.0),1.0);
198
+ float Local28 = math::pow(math::max(Local27,float(0.000001)),Raindrops__space__Fading);
199
+ float3 Local29 = math::lerp(float3(0.0,0.0,0.0),Local25,Local28);
200
+ float3 Local30 = math::lerp(Local13,Local29,Local10);
201
+
202
+ float3 Normal_mdl = Local30;
203
+
204
+ float4 Local31 = tex::lookup_float4(AO__space_____space__Roughness__space_____space__Metallic__space_____space__Emissive,float2(Local2.x,1.0-Local2.y),tex::wrap_repeat,tex::wrap_repeat);
205
+ float3 Local32 = (Local31.w * float3(EmissiveColor.x,EmissiveColor.y,EmissiveColor.z));
206
+ float Local33 = (EmissiveIntensity / Emissive__space__attenuance);
207
+ float3 Local34 = (Local32 * Local33);
208
+ float3 Local35 = math::lerp(float3(0.0,0.0,0.0),Local34,On_Off);
209
+ float Local36 = (Hue * 6.283185);
210
+ float Local37 = math::dot(float3(1.0,1.0,1.0), float3(1.0,1.0,1.0));
211
+ float Local38 = math::sqrt(Local37);
212
+ float3 Local39 = (float3(1.0,1.0,1.0) / Local38);
213
+ float4 Local40 = tex::lookup_float4(BaseColor,float2(Local2.x,1.0-Local2.y),tex::wrap_repeat,tex::wrap_repeat);
214
+ float3 Local41 = ::rotate_about_axis(float4(Local39.x,Local39.y,Local39.z,Local36),float3(0.0,0.0,0.0),float3(Local40.x,Local40.y,Local40.z));
215
+ float3 Local42 = (Local41 + float3(Local40.x,Local40.y,Local40.z));
216
+ float Local43 = math::dot(Local42, float3(0.3,0.59,0.11));
217
+ float Local44 = (Saturation * -1.0);
218
+ float Local45 = (Local44 + 1.0);
219
+ float Local46 = math::min(math::max(Local45,0.0),1.0);
220
+ float3 Local47 = math::lerp(Local42,float3(Local43,Local43,Local43),Local46);
221
+ float3 Local48 = (Local47 * Brightness);
222
+ float Local49 = (Wetness / 125.0);
223
+ float Local50 = (1.0 - Local49);
224
+ float3 Local51 = (Local48 * Local50);
225
+ float Local52 = (Local31.z * MetalCorrection);
226
+ float Local53 = (RoughnessCorrection / 100.0);
227
+ float Local54 = (RoughnessContrast / 100.0);
228
+ float Local55 = (0.0 - Local54);
229
+ float Local56 = (Local54 + 1.0);
230
+ float Local57 = math::lerp(Local55,Local56,Local31.y);
231
+ float Local58 = math::min(math::max(Local57,0.0),1.0);
232
+ float Local59 = (Local53 + Local58);
233
+ float Local60 = (Local50 * 2.0);
234
+ float Local61 = (Local59 * Local60);
235
+ float Local62 = (1.0 - Local12);
236
+ float Local63 = math::lerp(0.0,Local62,Local27);
237
+ float Local64 = math::min(math::max(Local63,0.0),Local61);
238
+
239
+ float3 EmissiveColor_mdl = Local35;
240
+ float OpacityMask_mdl = 1.0;
241
+ float3 BaseColor_mdl = Local51;
242
+ float Metallic_mdl = Local52;
243
+ float Specular_mdl = 0.5;
244
+ float Roughness_mdl = Local64;
245
+
246
+ } in
247
+ ::OmniUe4Base(
248
+ base_color: BaseColor_mdl,
249
+ metallic: Metallic_mdl,
250
+ roughness: Roughness_mdl,
251
+ specular: Specular_mdl,
252
+ normal: Normal_mdl,
253
+ opacity: OpacityMask_mdl,
254
+ emissive_color: EmissiveColor_mdl,
255
+ two_sided: false);
exported_maps/town01_official/Materials/MI_GrassLeaf_01.mdl ADDED
@@ -0,0 +1,151 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Subsurface import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_GrassLeaf_01(
21
+ float Uv__space__Size_1 = 0.003
22
+ [[
23
+ anno::display_name("Uv Size_1"),
24
+ anno::ui_order(32),
25
+ anno::in_group("Texture")
26
+ ]],
27
+ uniform texture_2d Terrain = texture_2d("./Textures/T_Grass_d.png",::tex::gamma_srgb)
28
+ [[
29
+ anno::display_name("Terrain"),
30
+ anno::ui_order(32),
31
+ sampler_color()
32
+ ]],
33
+ uniform texture_2d Terrain_2 = texture_2d("./Textures/T_Grass_d.png",::tex::gamma_srgb)
34
+ [[
35
+ anno::display_name("Terrain_2"),
36
+ anno::ui_order(32),
37
+ sampler_color()
38
+ ]],
39
+ uniform texture_2d GrassTexture = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
40
+ [[
41
+ anno::display_name("GrassTexture"),
42
+ anno::ui_order(32),
43
+ sampler_color()
44
+ ]],
45
+ float VisualTime = 0.0
46
+ [[
47
+ anno::display_name("VisualTime")
48
+ ]],
49
+ float WildParameterMultiplyer = 1.0
50
+ [[
51
+ anno::display_name("WildParameterMultiplyer"),
52
+ anno::ui_order(32),
53
+ anno::soft_range(0.0, 1.0)
54
+ ]],
55
+ float WindIntensity = 0.0
56
+ [[
57
+ anno::display_name("WindIntensity")
58
+ ]],
59
+ float SSScattering = 0.0
60
+ [[
61
+ anno::display_name("SSScattering"),
62
+ anno::ui_order(32)
63
+ ]],
64
+ int MaxTexCoordIndex = 3
65
+ [[
66
+ anno::hidden()
67
+ ]])
68
+ [[
69
+ dither_masked_off(),
70
+ distill_off()
71
+ ]]
72
+ =
73
+ let {
74
+ float Local6 = math::dot(float3(float4(0.0,1.0,0.0,1.0).x,float4(0.0,1.0,0.0,1.0).y,float4(0.0,1.0,0.0,1.0).z), float3(float4(0.0,1.0,0.0,1.0).x,float4(0.0,1.0,0.0,1.0).y,float4(0.0,1.0,0.0,1.0).z));
75
+ float Local7 = math::sqrt(Local6);
76
+ float3 Local8 = (float3(float4(0.0,1.0,0.0,1.0).x,float4(0.0,1.0,0.0,1.0).y,float4(0.0,1.0,0.0,1.0).z) / Local7);
77
+ float Local9 = (VisualTime * 0.8);
78
+ float Local10 = (Local9 * -0.5);
79
+ float Local11 = (float4(0.0,1.0,0.0,1.0).w * Local10);
80
+ float3 Local12 = (Local8 * Local11);
81
+ float3 Local13 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) / 1024.0);
82
+ float3 Local14 = (Local12 + Local13);
83
+ float3 Local15 = (Local14 + 0.5);
84
+ float3 Local16 = math::frac(Local15);
85
+ float3 Local17 = (Local16 * 2.0);
86
+ float3 Local18 = (Local17 + -1.0);
87
+ float3 Local19 = math::abs(Local18);
88
+ float3 Local20 = (Local19 * 2.0);
89
+ float3 Local21 = (3.0 - Local20);
90
+ float3 Local22 = (Local21 * Local19);
91
+ float3 Local23 = (Local22 * Local19);
92
+ float Local24 = math::dot(Local8, Local23);
93
+ float3 Local25 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) / 200.0);
94
+ float3 Local26 = (Local11 + Local25);
95
+ float3 Local27 = (Local26 + 0.5);
96
+ float3 Local28 = math::frac(Local27);
97
+ float3 Local29 = (Local28 * 2.0);
98
+ float3 Local30 = (Local29 + -1.0);
99
+ float3 Local31 = math::abs(Local30);
100
+ float3 Local32 = (Local31 * 2.0);
101
+ float3 Local33 = (3.0 - Local32);
102
+ float3 Local34 = (Local33 * Local31);
103
+ float3 Local35 = (Local34 * Local31);
104
+ float3 Local36 = (Local35 - 0.0);
105
+ float Local37 = math::dot(Local36, Local36);
106
+ float Local38 = math::sqrt(Local37);
107
+ float Local39 = (Local24 + Local38);
108
+ float Local40 = (Local39 * 6.283185);
109
+ float3 Local41 = math::cross(Local8,float3(0.0,0.0,1.0));
110
+ float3 Local42 = (0.0 + float3(0.0,0.0,-10.0));
111
+ float3 Local43 = ::rotate_about_axis(float4(Local41.x,Local41.y,Local41.z,Local40),Local42,float3(0.0,0.0,0.0));
112
+ float3 Local44 = (Local43 * 0.1);
113
+ float Local45 = (WildParameterMultiplyer * WindIntensity);
114
+ float3 Local46 = (Local44 * Local45);
115
+ float3 Local47 = (Local46 + 0.0);
116
+
117
+ float3 WorldPositionOffset_mdl = Local47;
118
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
119
+
120
+
121
+ float3 Normal_mdl = float3(0.5,0.5,1.0);
122
+
123
+ float2 Local0 = (float2(Uv__space__Size_1,Uv__space__Size_1) * float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y));
124
+ float4 Local1 = tex::lookup_float4(Terrain,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
125
+ float4 Local2 = tex::lookup_float4(Terrain_2,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
126
+ float Local3 = ::noise(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), texture_3d(), (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0),0.0013,1.0,0.0,0.0,6.0,0.5,1.0,2.0,0.0,0.0,512.0);
127
+ float3 Local4 = math::lerp(float3(Local1.x,Local1.y,Local1.z),float3(Local2.x,Local2.y,Local2.z),Local3);
128
+ float4 Local5 = tex::lookup_float4(GrassTexture,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
129
+ float3 Local48 = (Local4 * SSScattering);
130
+
131
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
132
+ float Opacity_mdl = 1.0;
133
+ float OpacityMask_mdl = (Local5.w - 0.3333) < 0.0f ? 0.0f : 1.0f;
134
+ float3 BaseColor_mdl = Local4;
135
+ float Metallic_mdl = 0.0;
136
+ float Specular_mdl = 0.5;
137
+ float Roughness_mdl = 1.0;
138
+ float3 SubsurfaceColor_mdl = Local48;
139
+
140
+ } in
141
+ ::OmniUe4Subsurface(
142
+ base_color: BaseColor_mdl,
143
+ metallic: Metallic_mdl,
144
+ roughness: Roughness_mdl,
145
+ specular: Specular_mdl,
146
+ normal: Normal_mdl,
147
+ opacity: Opacity_mdl,
148
+ emissive_color: EmissiveColor_mdl,
149
+ opacity_mask: OpacityMask_mdl,
150
+ subsurface_color: SubsurfaceColor_mdl,
151
+ two_sided: false);
exported_maps/town01_official/Materials/MI_GrassLeaf_04.mdl ADDED
@@ -0,0 +1,151 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Subsurface import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_GrassLeaf_04(
21
+ float Uv__space__Size_1 = 0.003
22
+ [[
23
+ anno::display_name("Uv Size_1"),
24
+ anno::ui_order(32),
25
+ anno::in_group("Texture")
26
+ ]],
27
+ uniform texture_2d Terrain = texture_2d("./Textures/T_Grass_d.png",::tex::gamma_srgb)
28
+ [[
29
+ anno::display_name("Terrain"),
30
+ anno::ui_order(32),
31
+ sampler_color()
32
+ ]],
33
+ uniform texture_2d Terrain_2 = texture_2d("./Textures/T_Grass_d.png",::tex::gamma_srgb)
34
+ [[
35
+ anno::display_name("Terrain_2"),
36
+ anno::ui_order(32),
37
+ sampler_color()
38
+ ]],
39
+ uniform texture_2d GrassTexture = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
40
+ [[
41
+ anno::display_name("GrassTexture"),
42
+ anno::ui_order(32),
43
+ sampler_color()
44
+ ]],
45
+ float VisualTime = 0.0
46
+ [[
47
+ anno::display_name("VisualTime")
48
+ ]],
49
+ float WildParameterMultiplyer = 1.0
50
+ [[
51
+ anno::display_name("WildParameterMultiplyer"),
52
+ anno::ui_order(32),
53
+ anno::soft_range(0.0, 1.0)
54
+ ]],
55
+ float WindIntensity = 0.0
56
+ [[
57
+ anno::display_name("WindIntensity")
58
+ ]],
59
+ float SSScattering = 0.0
60
+ [[
61
+ anno::display_name("SSScattering"),
62
+ anno::ui_order(32)
63
+ ]],
64
+ int MaxTexCoordIndex = 3
65
+ [[
66
+ anno::hidden()
67
+ ]])
68
+ [[
69
+ dither_masked_off(),
70
+ distill_off()
71
+ ]]
72
+ =
73
+ let {
74
+ float Local6 = math::dot(float3(float4(0.0,1.0,0.0,1.0).x,float4(0.0,1.0,0.0,1.0).y,float4(0.0,1.0,0.0,1.0).z), float3(float4(0.0,1.0,0.0,1.0).x,float4(0.0,1.0,0.0,1.0).y,float4(0.0,1.0,0.0,1.0).z));
75
+ float Local7 = math::sqrt(Local6);
76
+ float3 Local8 = (float3(float4(0.0,1.0,0.0,1.0).x,float4(0.0,1.0,0.0,1.0).y,float4(0.0,1.0,0.0,1.0).z) / Local7);
77
+ float Local9 = (VisualTime * 0.8);
78
+ float Local10 = (Local9 * -0.5);
79
+ float Local11 = (float4(0.0,1.0,0.0,1.0).w * Local10);
80
+ float3 Local12 = (Local8 * Local11);
81
+ float3 Local13 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) / 1024.0);
82
+ float3 Local14 = (Local12 + Local13);
83
+ float3 Local15 = (Local14 + 0.5);
84
+ float3 Local16 = math::frac(Local15);
85
+ float3 Local17 = (Local16 * 2.0);
86
+ float3 Local18 = (Local17 + -1.0);
87
+ float3 Local19 = math::abs(Local18);
88
+ float3 Local20 = (Local19 * 2.0);
89
+ float3 Local21 = (3.0 - Local20);
90
+ float3 Local22 = (Local21 * Local19);
91
+ float3 Local23 = (Local22 * Local19);
92
+ float Local24 = math::dot(Local8, Local23);
93
+ float3 Local25 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) / 200.0);
94
+ float3 Local26 = (Local11 + Local25);
95
+ float3 Local27 = (Local26 + 0.5);
96
+ float3 Local28 = math::frac(Local27);
97
+ float3 Local29 = (Local28 * 2.0);
98
+ float3 Local30 = (Local29 + -1.0);
99
+ float3 Local31 = math::abs(Local30);
100
+ float3 Local32 = (Local31 * 2.0);
101
+ float3 Local33 = (3.0 - Local32);
102
+ float3 Local34 = (Local33 * Local31);
103
+ float3 Local35 = (Local34 * Local31);
104
+ float3 Local36 = (Local35 - 0.0);
105
+ float Local37 = math::dot(Local36, Local36);
106
+ float Local38 = math::sqrt(Local37);
107
+ float Local39 = (Local24 + Local38);
108
+ float Local40 = (Local39 * 6.283185);
109
+ float3 Local41 = math::cross(Local8,float3(0.0,0.0,1.0));
110
+ float3 Local42 = (0.0 + float3(0.0,0.0,-10.0));
111
+ float3 Local43 = ::rotate_about_axis(float4(Local41.x,Local41.y,Local41.z,Local40),Local42,float3(0.0,0.0,0.0));
112
+ float3 Local44 = (Local43 * 0.1);
113
+ float Local45 = (WildParameterMultiplyer * WindIntensity);
114
+ float3 Local46 = (Local44 * Local45);
115
+ float3 Local47 = (Local46 + 0.0);
116
+
117
+ float3 WorldPositionOffset_mdl = Local47;
118
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
119
+
120
+
121
+ float3 Normal_mdl = float3(0.5,0.5,1.0);
122
+
123
+ float2 Local0 = (float2(Uv__space__Size_1,Uv__space__Size_1) * float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y));
124
+ float4 Local1 = tex::lookup_float4(Terrain,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
125
+ float4 Local2 = tex::lookup_float4(Terrain_2,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
126
+ float Local3 = ::noise(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), texture_3d(), (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0),0.0013,1.0,0.0,0.0,6.0,0.5,1.0,2.0,0.0,0.0,512.0);
127
+ float3 Local4 = math::lerp(float3(Local1.x,Local1.y,Local1.z),float3(Local2.x,Local2.y,Local2.z),Local3);
128
+ float4 Local5 = tex::lookup_float4(GrassTexture,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
129
+ float3 Local48 = (Local4 * SSScattering);
130
+
131
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
132
+ float Opacity_mdl = 1.0;
133
+ float OpacityMask_mdl = (Local5.w - 0.3333) < 0.0f ? 0.0f : 1.0f;
134
+ float3 BaseColor_mdl = Local4;
135
+ float Metallic_mdl = 0.0;
136
+ float Specular_mdl = 0.5;
137
+ float Roughness_mdl = 1.0;
138
+ float3 SubsurfaceColor_mdl = Local48;
139
+
140
+ } in
141
+ ::OmniUe4Subsurface(
142
+ base_color: BaseColor_mdl,
143
+ metallic: Metallic_mdl,
144
+ roughness: Roughness_mdl,
145
+ specular: Specular_mdl,
146
+ normal: Normal_mdl,
147
+ opacity: Opacity_mdl,
148
+ emissive_color: EmissiveColor_mdl,
149
+ opacity_mask: OpacityMask_mdl,
150
+ subsurface_color: SubsurfaceColor_mdl,
151
+ two_sided: true);
exported_maps/town01_official/Materials/MI_Grass_01.mdl ADDED
@@ -0,0 +1,127 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Subsurface import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_Grass_01(
21
+ float4 Color = float4(0.312,0.485,0.3,1.0)
22
+ [[
23
+ anno::display_name("Color"),
24
+ anno::ui_order(32)
25
+ ]],
26
+ uniform texture_2d Grass = texture_2d("./Textures/grass.png",::tex::gamma_srgb)
27
+ [[
28
+ anno::display_name("Grass"),
29
+ anno::ui_order(32),
30
+ sampler_color()
31
+ ]],
32
+ float VisualTime = 0.0
33
+ [[
34
+ anno::display_name("VisualTime")
35
+ ]],
36
+ float WindIntensity = 0.0
37
+ [[
38
+ anno::display_name("WindIntensity")
39
+ ]],
40
+ int MaxTexCoordIndex = 3
41
+ [[
42
+ anno::hidden()
43
+ ]])
44
+ [[
45
+ dither_masked_off(),
46
+ distill_off()
47
+ ]]
48
+ =
49
+ let {
50
+ float Local4 = math::dot(float3(float4(0.0,1.0,0.0,1.0).x,float4(0.0,1.0,0.0,1.0).y,float4(0.0,1.0,0.0,1.0).z), float3(float4(0.0,1.0,0.0,1.0).x,float4(0.0,1.0,0.0,1.0).y,float4(0.0,1.0,0.0,1.0).z));
51
+ float Local5 = math::sqrt(Local4);
52
+ float3 Local6 = (float3(float4(0.0,1.0,0.0,1.0).x,float4(0.0,1.0,0.0,1.0).y,float4(0.0,1.0,0.0,1.0).z) / Local5);
53
+ float Local7 = (VisualTime * 0.2);
54
+ float Local8 = (Local7 * -0.5);
55
+ float Local9 = (float4(0.0,1.0,0.0,1.0).w * Local8);
56
+ float3 Local10 = (Local6 * Local9);
57
+ float3 Local11 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) / 1024.0);
58
+ float3 Local12 = (Local10 + Local11);
59
+ float3 Local13 = (Local12 + 0.5);
60
+ float3 Local14 = math::frac(Local13);
61
+ float3 Local15 = (Local14 * 2.0);
62
+ float3 Local16 = (Local15 + -1.0);
63
+ float3 Local17 = math::abs(Local16);
64
+ float3 Local18 = (Local17 * 2.0);
65
+ float3 Local19 = (3.0 - Local18);
66
+ float3 Local20 = (Local19 * Local17);
67
+ float3 Local21 = (Local20 * Local17);
68
+ float Local22 = math::dot(Local6, Local21);
69
+ float3 Local23 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) / 200.0);
70
+ float3 Local24 = (Local9 + Local23);
71
+ float3 Local25 = (Local24 + 0.5);
72
+ float3 Local26 = math::frac(Local25);
73
+ float3 Local27 = (Local26 * 2.0);
74
+ float3 Local28 = (Local27 + -1.0);
75
+ float3 Local29 = math::abs(Local28);
76
+ float3 Local30 = (Local29 * 2.0);
77
+ float3 Local31 = (3.0 - Local30);
78
+ float3 Local32 = (Local31 * Local29);
79
+ float3 Local33 = (Local32 * Local29);
80
+ float3 Local34 = (Local33 - 0.0);
81
+ float Local35 = math::dot(Local34, Local34);
82
+ float Local36 = math::sqrt(Local35);
83
+ float Local37 = (Local22 + Local36);
84
+ float Local38 = (Local37 * 6.283185);
85
+ float3 Local39 = math::cross(Local6,float3(0.0,0.0,1.0));
86
+ float3 Local40 = (1.0 + float3(0.0,0.0,-10.0));
87
+ float3 Local41 = ::rotate_about_axis(float4(Local39.x,Local39.y,Local39.z,Local38),Local40,float3(1.0,1.0,1.0));
88
+ float3 Local42 = (Local41 * 0.35);
89
+ float Local43 = (WindIntensity / 20.0);
90
+ float Local44 = (1.2 * Local43);
91
+ float3 Local45 = (Local42 * Local44);
92
+ float3 Local46 = (Local45 + 1.0);
93
+ float Local47 = (1.0 - float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y).y);
94
+ float3 Local48 = (Local46 * Local47);
95
+
96
+ float3 WorldPositionOffset_mdl = Local48;
97
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
98
+
99
+
100
+ float3 Normal_mdl = float3(0.0,0.0,1.0);
101
+
102
+ float4 Local0 = tex::lookup_float4(Grass,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
103
+ float3 Local1 = (float3(Color.x,Color.y,Color.z) * float3(Local0.x,Local0.y,Local0.z));
104
+ float Local2 = math::dot(Local1, float3(0.3,0.59,0.11));
105
+ float3 Local3 = math::lerp(Local1,float3(Local2,Local2,Local2),0.3);
106
+
107
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
108
+ float Opacity_mdl = 1.0;
109
+ float OpacityMask_mdl = (Local0.w - 0.3333) < 0.0f ? 0.0f : 1.0f;
110
+ float3 BaseColor_mdl = Local3;
111
+ float Metallic_mdl = 0.0;
112
+ float Specular_mdl = 0.2;
113
+ float Roughness_mdl = 0.8;
114
+ float3 SubsurfaceColor_mdl = Local3;
115
+
116
+ } in
117
+ ::OmniUe4Subsurface(
118
+ base_color: BaseColor_mdl,
119
+ metallic: Metallic_mdl,
120
+ roughness: Roughness_mdl,
121
+ specular: Specular_mdl,
122
+ normal: Normal_mdl,
123
+ opacity: Opacity_mdl,
124
+ emissive_color: EmissiveColor_mdl,
125
+ opacity_mask: OpacityMask_mdl,
126
+ subsurface_color: SubsurfaceColor_mdl,
127
+ two_sided: true);
exported_maps/town01_official/Materials/MI_House05Walls_1.mdl ADDED
@@ -0,0 +1,138 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_House05Walls_1(
21
+ uniform texture_2d Normal = texture_2d("./Textures/FlatNormal.png",::tex::gamma_linear)
22
+ [[
23
+ anno::display_name("Normal"),
24
+ anno::ui_order(32),
25
+ sampler_normal()
26
+ ]],
27
+ float NormalStrenght = 1.0
28
+ [[
29
+ anno::display_name("NormalStrenght"),
30
+ anno::ui_order(32),
31
+ anno::soft_range(0.0, 1.0)
32
+ ]],
33
+ float NormalExageration = 0.0
34
+ [[
35
+ anno::display_name("NormalExageration"),
36
+ anno::ui_order(32)
37
+ ]],
38
+ uniform texture_2d EmissiveMap = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
39
+ [[
40
+ anno::display_name("EmissiveMap"),
41
+ anno::ui_order(32),
42
+ sampler_color()
43
+ ]],
44
+ float4 EmissiveColor = float4(0.0,0.0,0.0,1.0)
45
+ [[
46
+ anno::display_name("EmissiveColor"),
47
+ anno::ui_order(32)
48
+ ]],
49
+ uniform texture_2d Basecolor = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
50
+ [[
51
+ anno::display_name("Basecolor"),
52
+ anno::ui_order(32),
53
+ sampler_color()
54
+ ]],
55
+ float4 Color__space__Adjustement = float4(1.0,1.0,1.0,1.0)
56
+ [[
57
+ anno::display_name("Color Adjustement"),
58
+ anno::ui_order(32)
59
+ ]],
60
+ float HeightDetailContrast = 0.0
61
+ [[
62
+ anno::display_name("HeightDetailContrast"),
63
+ anno::ui_order(32)
64
+ ]],
65
+ uniform texture_2d Height = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
66
+ [[
67
+ anno::display_name("Height"),
68
+ anno::ui_order(32),
69
+ sampler_color()
70
+ ]],
71
+ uniform texture_2d OclussionRoughnessMetallic = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
72
+ [[
73
+ anno::display_name("OclussionRoughnessMetallic"),
74
+ anno::ui_order(32),
75
+ sampler_color()
76
+ ]],
77
+ float MetalAdjustement = 1.0
78
+ [[
79
+ anno::display_name("MetalAdjustement"),
80
+ anno::ui_order(32)
81
+ ]],
82
+ float RoughnessAdjustement = 7.0
83
+ [[
84
+ anno::display_name("RoughnessAdjustement"),
85
+ anno::ui_order(32)
86
+ ]],
87
+ int MaxTexCoordIndex = 3
88
+ [[
89
+ anno::hidden()
90
+ ]])
91
+ =
92
+ let {
93
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
94
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
95
+
96
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
97
+ float Local1 = (1.0 - NormalStrenght);
98
+ float Local2 = (Local1 - NormalExageration);
99
+ float3 Local3 = math::lerp(float3(Local0.x,Local0.y,Local0.z),float3(0.0,0.0,1.0),Local2);
100
+
101
+ float3 Normal_mdl = Local3;
102
+
103
+ float4 Local4 = tex::lookup_float4(EmissiveMap,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
104
+ float3 Local5 = (Local4.w * float3(EmissiveColor.x,EmissiveColor.y,EmissiveColor.z));
105
+ float4 Local6 = tex::lookup_float4(Basecolor,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
106
+ float3 Local7 = (float3(Local6.x,Local6.y,Local6.z) * float3(Color__space__Adjustement.x,Color__space__Adjustement.y,Color__space__Adjustement.z));
107
+ float4 Local8 = tex::lookup_float4(texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
108
+ float Local9 = (0.0 - HeightDetailContrast);
109
+ float Local10 = (HeightDetailContrast + 1.0);
110
+ float4 Local11 = tex::lookup_float4(Height,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
111
+ float Local12 = (float3(Local11.x,Local11.y,Local11.z).x - 1.0);
112
+ float Local13 = (0.0 * 2.0);
113
+ float Local14 = (Local12 + Local13);
114
+ float Local15 = math::min(math::max(Local14,0.0),1.0);
115
+ float Local16 = math::lerp(Local9,Local10,Local15);
116
+ float Local17 = math::min(math::max(Local16,0.0),1.0);
117
+ float3 Local18 = math::lerp(Local7,float3(Local8.x,Local8.y,Local8.z),Local17);
118
+ float4 Local19 = tex::lookup_float4(OclussionRoughnessMetallic,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
119
+ float Local20 = (Local19.z * MetalAdjustement);
120
+ float Local21 = (Local19.y * RoughnessAdjustement);
121
+
122
+ float3 EmissiveColor_mdl = Local5;
123
+ float OpacityMask_mdl = 1.0;
124
+ float3 BaseColor_mdl = Local18;
125
+ float Metallic_mdl = Local20;
126
+ float Specular_mdl = 0.5;
127
+ float Roughness_mdl = Local21;
128
+
129
+ } in
130
+ ::OmniUe4Base(
131
+ base_color: BaseColor_mdl,
132
+ metallic: Metallic_mdl,
133
+ roughness: Roughness_mdl,
134
+ specular: Specular_mdl,
135
+ normal: Normal_mdl,
136
+ opacity: OpacityMask_mdl,
137
+ emissive_color: EmissiveColor_mdl,
138
+ two_sided: false);
exported_maps/town01_official/Materials/MI_NissanBodyWork2.mdl ADDED
@@ -0,0 +1,352 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ float3 CustomExpression0()
21
+ {
22
+ return float3(::local_object_bounds_max().x,::local_object_bounds_max().y,::local_object_bounds_max().z);
23
+ }
24
+
25
+
26
+ float3 CustomExpression1()
27
+ {
28
+ return float3(::local_object_bounds_min().x,::local_object_bounds_min().y,::local_object_bounds_min().z);
29
+ }
30
+
31
+
32
+ export material MI_NissanBodyWork2(
33
+ uniform texture_2d Normal = texture_2d("./Textures/T_Asphalt02_n.png",::tex::gamma_linear)
34
+ [[
35
+ anno::display_name("Normal"),
36
+ anno::ui_order(32),
37
+ anno::in_group("Textures"),
38
+ sampler_normal()
39
+ ]],
40
+ float Noise__space__Scale = 50.0
41
+ [[
42
+ anno::display_name("Noise Scale"),
43
+ anno::description("Noise Scale"),
44
+ anno::ui_order(1),
45
+ anno::in_group("Noise")
46
+ ]],
47
+ uniform texture_2d Diffuse = texture_2d("./Textures/T_Asphalt02_d.png",::tex::gamma_linear)
48
+ [[
49
+ anno::display_name("Diffuse"),
50
+ anno::ui_order(32),
51
+ anno::in_group("Textures"),
52
+ sampler_color()
53
+ ]],
54
+ float4 Gain__space__Color = float4(0.0,0.0,0.0,1.0)
55
+ [[
56
+ anno::display_name("Gain Color"),
57
+ anno::ui_order(3),
58
+ anno::in_group("Gain")
59
+ ]],
60
+ float Gain__space__Scale = 15.0
61
+ [[
62
+ anno::display_name("Gain Scale"),
63
+ anno::ui_order(2),
64
+ anno::in_group("Gain")
65
+ ]],
66
+ float EmessiveColor = 1.0
67
+ [[
68
+ anno::display_name("EmessiveColor"),
69
+ anno::ui_order(6),
70
+ anno::in_group("Gain")
71
+ ]],
72
+ float4 Base__space__Color = float4(0.8,0.08,0.08,1.0)
73
+ [[
74
+ anno::display_name("Base Color"),
75
+ anno::description("Base Color"),
76
+ anno::ui_order(32),
77
+ anno::in_group("Color")
78
+ ]],
79
+ float4 Tint__space__Shade = float4(0.02,0.02,0.02,1.0)
80
+ [[
81
+ anno::display_name("Tint Shade"),
82
+ anno::ui_order(1),
83
+ anno::in_group("Color")
84
+ ]],
85
+ float4 DustColor = float4(0.462077,0.361307,0.215861,1.0)
86
+ [[
87
+ anno::display_name("DustColor"),
88
+ anno::ui_order(32),
89
+ anno::in_group("Dust")
90
+ ]],
91
+ float Dust_Amount = 0.0
92
+ [[
93
+ anno::display_name("Dust_Amount"),
94
+ anno::ui_order(32),
95
+ anno::in_group("Dust"),
96
+ anno::soft_range(0.0, 1.0)
97
+ ]],
98
+ float Thickness = -0.2
99
+ [[
100
+ anno::display_name("Thickness"),
101
+ anno::ui_order(2),
102
+ anno::in_group("Dust")
103
+ ]],
104
+ float Tiling = 4.0
105
+ [[
106
+ anno::display_name("Tiling"),
107
+ anno::ui_order(1),
108
+ anno::in_group("Dust")
109
+ ]],
110
+ float4 Mud_Color = float4(0.027777,0.018207,0.003762,1.0)
111
+ [[
112
+ anno::display_name("Mud_Color"),
113
+ anno::ui_order(32),
114
+ anno::in_group("Mud")
115
+ ]],
116
+ float Mud_Thickness = 0.02
117
+ [[
118
+ anno::display_name("Mud_Thickness"),
119
+ anno::ui_order(2),
120
+ anno::in_group("Mud")
121
+ ]],
122
+ float Height = 1.3
123
+ [[
124
+ anno::display_name("Height"),
125
+ anno::ui_order(32),
126
+ anno::in_group("Mud"),
127
+ anno::soft_range(0.0, 1.3)
128
+ ]],
129
+ float Mud_Tiling = 5.0
130
+ [[
131
+ anno::display_name("Mud_Tiling"),
132
+ anno::ui_order(1),
133
+ anno::in_group("Mud")
134
+ ]],
135
+ uniform texture_2d ORM = texture_2d("./Textures/T_Asphalt02_d.png",::tex::gamma_linear)
136
+ [[
137
+ anno::display_name("ORM"),
138
+ anno::ui_order(32),
139
+ anno::in_group("Textures"),
140
+ sampler_color()
141
+ ]],
142
+ float Metallic = 0.2
143
+ [[
144
+ anno::display_name("Metallic"),
145
+ anno::ui_order(32),
146
+ anno::in_group("Surface")
147
+ ]],
148
+ float Flake__space__Scale = 4.0
149
+ [[
150
+ anno::display_name("Flake Scale"),
151
+ anno::description("Scale/Tiling for the flakes pattern of the material"),
152
+ anno::ui_order(1),
153
+ anno::in_group("Flakes")
154
+ ]],
155
+ float Roughness = 3.0
156
+ [[
157
+ anno::display_name("Roughness"),
158
+ anno::ui_order(3),
159
+ anno::in_group("Dust")
160
+ ]],
161
+ float Clear__space__Coat = 1.0
162
+ [[
163
+ anno::display_name("Clear Coat"),
164
+ anno::ui_order(32),
165
+ anno::in_group("Surface")
166
+ ]],
167
+ float Clear__space__Coat__space__Roughness = 0.01
168
+ [[
169
+ anno::display_name("Clear Coat Roughness"),
170
+ anno::ui_order(32),
171
+ anno::in_group("Surface")
172
+ ]],
173
+ int MaxTexCoordIndex = 3
174
+ [[
175
+ anno::hidden()
176
+ ]])
177
+ =
178
+ let {
179
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
180
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
181
+
182
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
183
+ float Local1 = (float3(0.0,0.0,1.0).z + 1.0);
184
+ float2 Local2 = (CustomizedUV0_mdl * Noise__space__Scale);
185
+ float4 Local3 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Noise_N.png",::tex::gamma_linear),float2(Local2.x,1.0-Local2.y),tex::wrap_repeat,tex::wrap_repeat));
186
+ float2 Local4 = (float2(float3(Local3.x,Local3.y,Local3.z).x,float3(Local3.x,Local3.y,Local3.z).y) * -1.0);
187
+ float Local5 = math::dot(float3(float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y).x,float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y).y,Local1), float3(Local4.x,Local4.y,float3(Local3.x,Local3.y,Local3.z).z));
188
+ float3 Local6 = (float3(float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y).x,float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y).y,Local1) * Local5);
189
+ float3 Local7 = (Local1 * float3(Local4.x,Local4.y,float3(Local3.x,Local3.y,Local3.z).z));
190
+ float3 Local8 = (Local6 - Local7);
191
+ float Local9 = true ? 1.0f : 0.0f;
192
+ float3 Local10 = math::lerp(float3(Local9,Local9,Local9),Local8,0.5);
193
+ float3 Local11 = math::lerp(float3(0.0,0.0,1.0),Local8,Local10.x);
194
+ float4 Local12 = tex::lookup_float4(Diffuse,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
195
+ float3 Local13 = math::lerp(float3(Local0.x,Local0.y,Local0.z),Local11,Local12.w);
196
+
197
+ float3 Normal_mdl = Local13;
198
+
199
+ float2 Local14 = (CustomizedUV0_mdl * Gain__space__Scale);
200
+ float4 Local15 = tex::lookup_float4(texture_2d("./Textures/T_Noise_D.png",::tex::gamma_srgb),float2(Local14.x,1.0-Local14.y),tex::wrap_repeat,tex::wrap_repeat);
201
+ float3 Local16 = math::lerp(float3(Gain__space__Color.x,Gain__space__Color.y,Gain__space__Color.z),float3(0.0,0.0,0.0),float3(Local15.x,Local15.y,Local15.z));
202
+ float3 Local17 = (Local16 * EmessiveColor);
203
+ float3 Local18 = math::lerp(float3(0.0,0.0,0.0),Local17,Local10.x);
204
+ float3 Local19 = math::lerp(float3(0.0,0.0,0.0),Local18,Local12.w);
205
+ float3 Local20 = math::lerp(float3(Gain__space__Color.x,Gain__space__Color.y,Gain__space__Color.z),float3(Local15.x,Local15.y,Local15.z),float3(Local15.x,Local15.y,Local15.z));
206
+ float3 Local21 = (float3(Base__space__Color.x,Base__space__Color.y,Base__space__Color.z) + 0.0);
207
+ float3 Local22 = (Local20 * Local21);
208
+ float Local23 = false ? 1.0f : 0.0f;
209
+ float3 Local24 = math::lerp(Local22,float3(Tint__space__Shade.x,Tint__space__Shade.y,Tint__space__Shade.z),Local23);
210
+ float3 Local25 = (float3(0.03,0.03,0.03) * 1.0);
211
+ float3 Local26 = math::lerp(Local24,Local25,Local23);
212
+ float3 Local27 = math::lerp(float3(0.0,0.0,0.0),Local26,Local10.x);
213
+ float3 Local28 = math::lerp(float3(Local12.x,Local12.y,Local12.z),Local27,Local12.w);
214
+ float Local29 = (0.0 - 0.1);
215
+ float Local30 = (0.1 + 1.0);
216
+ float3 Local31 = (::pixel_normal_world_space(true) * float3(float2(0.0,0.0).x,float2(0.0,0.0).y,Dust_Amount));
217
+ float Local32 = (0.0 - Thickness);
218
+ float Local33 = (Thickness + 1.0);
219
+ float2 Local34 = (CustomizedUV0_mdl * Tiling);
220
+ float4 Local35 = tex::lookup_float4(texture_2d("./Textures/T_Noises.png",::tex::gamma_srgb),float2(Local34.x,1.0-Local34.y),tex::wrap_repeat,tex::wrap_repeat);
221
+ float Local36 = math::lerp(Local32,Local33,Local35.x);
222
+ float Local37 = math::min(math::max(Local36,0.0),1.0);
223
+ float Local38 = (1.0 - Local37);
224
+ float Local39 = math::lerp(Local31.z,0.0,Local38);
225
+ float3 Local40 = math::lerp(Local28,float3(DustColor.x,DustColor.y,DustColor.z),Local39);
226
+ float Local41 = math::lerp(Local29,Local30,Local40.x);
227
+ float Local42 = math::min(math::max(Local41,0.0),1.0);
228
+ float Local43 = (Local42 * 3.0);
229
+ float3 Local44 = math::lerp(Local28,float3(DustColor.x,DustColor.y,DustColor.z),Local43);
230
+ float3 Local45 = math::min(math::max(Local44,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
231
+ float Local46 = (0.0 - Mud_Thickness);
232
+ float Local47 = (Mud_Thickness + 1.0);
233
+ float3 Local48 = ::convert_to_left_hand(state::transform_point(state::coordinate_object, state::coordinate_world, ::convert_to_left_hand(float3((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z), true, true)), true, true);
234
+ float3 Local49 = ::convert_to_left_hand(state::transform_point(state::coordinate_object, state::coordinate_world, ::convert_to_left_hand(float3(::object_world_position(true).x,::object_world_position(true).y,::object_world_position(true).z), true, true)), true, true);
235
+ float3 Local50 = (Local48 - Local49);
236
+ float3 Local51 = CustomExpression0();
237
+ float3 Local52 = CustomExpression1();
238
+ float3 Local53 = (Local51 - Local52);
239
+ float3 Local54 = (Local50 / Local53);
240
+ float3 Local55 = (Local54 + Height);
241
+ float Local56 = (1.0 - Local55.z);
242
+ float Local57 = math::min(math::max(Local56,0.0),1.0);
243
+ float2 Local58 = (CustomizedUV0_mdl * Mud_Tiling);
244
+ float4 Local59 = tex::lookup_float4(texture_2d("./Textures/T_Noises.png",::tex::gamma_srgb),float2(Local58.x,1.0-Local58.y),tex::wrap_repeat,tex::wrap_repeat);
245
+ float Local60 = (Local57 * Local59.y);
246
+ float Local61 = math::lerp(Local46,Local47,Local60);
247
+ float Local62 = math::min(math::max(Local61,0.0),1.0);
248
+ float3 Local63 = math::lerp(Local45,float3(Mud_Color.x,Mud_Color.y,Mud_Color.z),Local62);
249
+ float Local64 = (Local39 + Local62);
250
+ float3 Local65 = math::lerp(Local28,Local63,Local64);
251
+ float4 Local66 = tex::lookup_float4(ORM,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
252
+ float3 Local67 = math::lerp(float3(0.0,0.0,0.0),float3(Metallic,Metallic,Metallic),Local10.x);
253
+ float3 Local68 = math::lerp(float3(Local66.z,Local66.z,Local66.z),Local67,Local12.w);
254
+ float Local69 = math::lerp(Local68.x,0.0,Local39);
255
+ float Local70 = math::lerp(Local68.x,Local69,Local64);
256
+ float3 Local71 = math::lerp(float3(0.5,0.5,0.5),float3(0.1,0.1,0.1),Local10.x);
257
+ float3 Local72 = math::lerp(float3(0.0,0.0,0.0),Local71,Local12.w);
258
+ float Local73 = math::lerp(Local72.x,0.0,Local39);
259
+ float Local74 = math::lerp(Local72.x,Local73,Local64);
260
+ float Local75 = (Local23 * -10.0);
261
+ float2 Local76 = (CustomizedUV0_mdl * 2.0);
262
+ float2 Local77 = (Local76 * Flake__space__Scale);
263
+ float3 Local78 = ::camera_position();
264
+ float Local79 = (0.5 * 2.0);
265
+ float Local80 = (Local78.x / Local79);
266
+ float Local81 = (0.8 * 2.0);
267
+ float Local82 = (Local78.y / Local81);
268
+ float Local83 = (Local80 + Local82);
269
+ float Local84 = (Local78.z / Local81);
270
+ float Local85 = (Local83 + Local84);
271
+ float Local86 = math::floor(Local85);
272
+ float Local87 = (0.47875 * Local86);
273
+ float2 Local88 = (Local77 + Local87);
274
+ float4 Local89 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local88.x,1.0-Local88.y),tex::wrap_repeat,tex::wrap_repeat);
275
+ float Local90 = math::ceil(Local85);
276
+ float Local91 = (0.47875 * Local90);
277
+ float2 Local92 = (Local77 + Local91);
278
+ float4 Local93 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local92.x,1.0-Local92.y),tex::wrap_repeat,tex::wrap_repeat);
279
+ float Local94 = math::frac(Local85);
280
+ float Local95 = math::lerp(Local89.x,Local93.x,Local94);
281
+ float3 Local96 = (Local78 + float3(286.265015,218.167999,0.0));
282
+ float Local97 = (Local96.x / Local79);
283
+ float Local98 = (Local96.y / Local81);
284
+ float Local99 = (Local97 + Local98);
285
+ float Local100 = (Local96.z / Local81);
286
+ float Local101 = (Local99 + Local100);
287
+ float Local102 = math::floor(Local101);
288
+ float Local103 = (0.47875 * Local102);
289
+ float2 Local104 = (Local77 + Local103);
290
+ float4 Local105 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local104.x,1.0-Local104.y),tex::wrap_repeat,tex::wrap_repeat);
291
+ float Local106 = math::ceil(Local101);
292
+ float Local107 = (0.47875 * Local106);
293
+ float2 Local108 = (Local77 + Local107);
294
+ float4 Local109 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local108.x,1.0-Local108.y),tex::wrap_repeat,tex::wrap_repeat);
295
+ float Local110 = math::frac(Local101);
296
+ float Local111 = math::lerp(Local105.x,Local109.x,Local110);
297
+ float Local112 = (Local95 + Local111);
298
+ float3 Local113 = (Local78 + float3(15865.585938,2.6868,0.0));
299
+ float Local114 = (Local113.x / Local79);
300
+ float Local115 = (Local113.y / Local81);
301
+ float Local116 = (Local114 + Local115);
302
+ float Local117 = (Local113.z / Local81);
303
+ float Local118 = (Local116 + Local117);
304
+ float Local119 = math::floor(Local118);
305
+ float Local120 = (0.47875 * Local119);
306
+ float2 Local121 = (Local77 + Local120);
307
+ float4 Local122 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local121.x,1.0-Local121.y),tex::wrap_repeat,tex::wrap_repeat);
308
+ float Local123 = math::ceil(Local118);
309
+ float Local124 = (0.47875 * Local123);
310
+ float2 Local125 = (Local77 + Local124);
311
+ float4 Local126 = tex::lookup_float4(texture_2d("./Textures/T_FlakeMask.png",::tex::gamma_srgb),float2(Local125.x,1.0-Local125.y),tex::wrap_repeat,tex::wrap_repeat);
312
+ float Local127 = math::frac(Local118);
313
+ float Local128 = math::lerp(Local122.x,Local126.x,Local127);
314
+ float Local129 = (Local128 * 0.5);
315
+ float Local130 = (Local112 + Local129);
316
+ float Local131 = math::pow(math::max(Local130,float(0.000001)),3.0);
317
+ float Local132 = math::lerp(0.2,0.8,Local131);
318
+ float Local133 = (Local132 * Local23);
319
+ float3 Local134 = math::lerp(float3(Local75,Local75,Local75),float3(Local133,Local133,Local133),Local10.x);
320
+ float3 Local135 = math::lerp(float3(Local66.y,Local66.y,Local66.y),Local134,Local12.w);
321
+ float Local136 = math::lerp(Local135.x,Roughness,Local39);
322
+ float Local137 = math::lerp(Local135.x,Local136,Local64);
323
+ float3 Local138 = math::lerp(float3(1.0,1.0,1.0),float3(Clear__space__Coat,Clear__space__Coat,Clear__space__Coat),Local10.x);
324
+ float3 Local139 = math::lerp(float3(0.0,0.0,0.0),Local138,Local12.w);
325
+ float Local140 = math::lerp(Local139.x,0.0,Local39);
326
+ float Local141 = math::lerp(Local139.x,Local140,Local64);
327
+ float3 Local142 = math::lerp(float3(0.1,0.1,0.1),float3(Clear__space__Coat__space__Roughness,Clear__space__Coat__space__Roughness,Clear__space__Coat__space__Roughness),Local10.x);
328
+ float3 Local143 = math::lerp(float3(0.0,0.0,0.0),Local142,Local12.w);
329
+ float Local144 = math::lerp(Local143.x,Roughness,Local39);
330
+ float Local145 = math::lerp(Local143.x,Local144,Local64);
331
+
332
+ float3 EmissiveColor_mdl = Local19;
333
+ float OpacityMask_mdl = 1.0;
334
+ float3 BaseColor_mdl = Local65;
335
+ float Metallic_mdl = Local70;
336
+ float Specular_mdl = Local74;
337
+ float Roughness_mdl = Local137;
338
+ float ClearCoat_mdl = Local141;
339
+ float ClearCoatRoughness_mdl = Local145;
340
+
341
+ } in
342
+ ::OmniUe4Base(
343
+ base_color: BaseColor_mdl,
344
+ metallic: Metallic_mdl,
345
+ roughness: Roughness_mdl,
346
+ specular: Specular_mdl,
347
+ normal: Normal_mdl,
348
+ clearcoat_weight: ClearCoat_mdl,
349
+ clearcoat_roughness: ClearCoatRoughness_mdl,
350
+ opacity: OpacityMask_mdl,
351
+ emissive_color: EmissiveColor_mdl,
352
+ two_sided: true);
exported_maps/town01_official/Materials/MI_StreetLightsOff.mdl ADDED
@@ -0,0 +1,83 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_StreetLightsOff(
21
+ uniform texture_2d LightTexture = texture_2d("./Textures/T_Leds_d.png",::tex::gamma_srgb)
22
+ [[
23
+ anno::display_name("LightTexture"),
24
+ anno::ui_order(32),
25
+ sampler_color()
26
+ ]],
27
+ float4 LightColor = float4(0.0,1.0,0.0,1.0)
28
+ [[
29
+ anno::display_name("LightColor"),
30
+ anno::ui_order(32)
31
+ ]],
32
+ float lightvalue = 0.2
33
+ [[
34
+ anno::display_name("lightvalue"),
35
+ anno::ui_order(32)
36
+ ]],
37
+ float On_Off__space__Blink = 1.0
38
+ [[
39
+ anno::display_name("On/Off Blink"),
40
+ anno::ui_order(32),
41
+ anno::soft_range(0.0, 1.0)
42
+ ]],
43
+ float On_Off = 0.0
44
+ [[
45
+ anno::display_name("On/Off"),
46
+ anno::ui_order(32)
47
+ ]],
48
+ int MaxTexCoordIndex = 3
49
+ [[
50
+ anno::hidden()
51
+ ]])
52
+ =
53
+ let {
54
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
55
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
56
+
57
+
58
+ float3 Normal_mdl = float3(0.0,0.0,1.0);
59
+
60
+ float4 Local0 = tex::lookup_float4(LightTexture,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
61
+ float3 Local1 = (float3(Local0.x,Local0.y,Local0.z) * float3(LightColor.x,LightColor.y,LightColor.z));
62
+ float Local2 = (lightvalue * On_Off__space__Blink);
63
+ float3 Local3 = (Local1 * Local2);
64
+ float3 Local4 = (Local3 * 1.0);
65
+ float3 Local5 = (Local4 * On_Off);
66
+
67
+ float3 EmissiveColor_mdl = Local5;
68
+ float OpacityMask_mdl = 1.0;
69
+ float3 BaseColor_mdl = float3(0.0,0.0,0.0);
70
+ float Metallic_mdl = 0.0;
71
+ float Specular_mdl = 0.5;
72
+ float Roughness_mdl = 0.5;
73
+
74
+ } in
75
+ ::OmniUe4Base(
76
+ base_color: BaseColor_mdl,
77
+ metallic: Metallic_mdl,
78
+ roughness: Roughness_mdl,
79
+ specular: Specular_mdl,
80
+ normal: Normal_mdl,
81
+ opacity: OpacityMask_mdl,
82
+ emissive_color: EmissiveColor_mdl,
83
+ two_sided: false);
exported_maps/town01_official/Materials/MI_SwingCouch.mdl ADDED
@@ -0,0 +1,98 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_SwingCouch(
21
+ uniform texture_2d Normal = texture_2d("./Textures/T_Flat_n.png",::tex::gamma_linear)
22
+ [[
23
+ anno::display_name("Normal"),
24
+ anno::ui_order(32),
25
+ sampler_normal()
26
+ ]],
27
+ float NormalFlatness = 0.0
28
+ [[
29
+ anno::display_name("NormalFlatness"),
30
+ anno::ui_order(32)
31
+ ]],
32
+ uniform texture_2d BaseColor = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
33
+ [[
34
+ anno::display_name("BaseColor"),
35
+ anno::ui_order(32),
36
+ sampler_color()
37
+ ]],
38
+ uniform texture_2d OcclussionRoughnessMetallic = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
39
+ [[
40
+ anno::display_name("OcclussionRoughnessMetallic"),
41
+ anno::ui_order(32),
42
+ sampler_color()
43
+ ]],
44
+ float MetalCorrection = 0.0
45
+ [[
46
+ anno::display_name("MetalCorrection"),
47
+ anno::ui_order(32)
48
+ ]],
49
+ float RoughnessCorrection = 7.0
50
+ [[
51
+ anno::display_name("RoughnessCorrection"),
52
+ anno::ui_order(32)
53
+ ]],
54
+ float AdditiveRoughness = 0.0
55
+ [[
56
+ anno::display_name("AdditiveRoughness"),
57
+ anno::ui_order(32)
58
+ ]],
59
+ int MaxTexCoordIndex = 3
60
+ [[
61
+ anno::hidden()
62
+ ]])
63
+ [[
64
+ dither_masked_off()
65
+ ]]
66
+ =
67
+ let {
68
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
69
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
70
+
71
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
72
+ float3 Local1 = math::lerp(float3(Local0.x,Local0.y,Local0.z),float3(0.0,0.0,1.0),NormalFlatness);
73
+
74
+ float3 Normal_mdl = Local1;
75
+
76
+ float4 Local2 = tex::lookup_float4(BaseColor,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
77
+ float4 Local3 = tex::lookup_float4(OcclussionRoughnessMetallic,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
78
+ float Local4 = (Local3.z * MetalCorrection);
79
+ float Local5 = (Local3.y * RoughnessCorrection);
80
+ float Local6 = (Local5 + AdditiveRoughness);
81
+
82
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
83
+ float OpacityMask_mdl = (Local2.w - 0.3333) < 0.0f ? 0.0f : 1.0f;
84
+ float3 BaseColor_mdl = float3(Local2.x,Local2.y,Local2.z);
85
+ float Metallic_mdl = Local4;
86
+ float Specular_mdl = 0.5;
87
+ float Roughness_mdl = Local6;
88
+
89
+ } in
90
+ ::OmniUe4Base(
91
+ base_color: BaseColor_mdl,
92
+ metallic: Metallic_mdl,
93
+ roughness: Roughness_mdl,
94
+ specular: Specular_mdl,
95
+ normal: Normal_mdl,
96
+ opacity: OpacityMask_mdl,
97
+ emissive_color: EmissiveColor_mdl,
98
+ two_sided: true);
exported_maps/town01_official/Materials/MI_VariousProps.mdl ADDED
@@ -0,0 +1,137 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_VariousProps(
21
+ uniform texture_2d Normal = texture_2d("./Textures/T_Skyscraper01_N.png",::tex::gamma_linear)
22
+ [[
23
+ anno::display_name("Normal"),
24
+ anno::ui_order(1),
25
+ anno::in_group("1. Textures"),
26
+ sampler_normal()
27
+ ]],
28
+ float NormalFlatness = 0.0
29
+ [[
30
+ anno::display_name("NormalFlatness"),
31
+ anno::ui_order(2),
32
+ anno::in_group("4. Corrections"),
33
+ anno::soft_range(0.0, 1.0)
34
+ ]],
35
+ uniform texture_2d AO__space_____space__Roughness__space_____space__Metallic__space_____space__Emissive = texture_2d("./Textures/T_Skyscraper01_ORME.png",::tex::gamma_srgb)
36
+ [[
37
+ anno::display_name("AO / Roughness / Metallic / Emissive"),
38
+ anno::ui_order(2),
39
+ anno::in_group("1. Textures"),
40
+ sampler_color()
41
+ ]],
42
+ float4 EmissiveColor = float4(1.0,1.0,1.0,1.0)
43
+ [[
44
+ anno::display_name("EmissiveColor"),
45
+ anno::ui_order(1),
46
+ anno::in_group("3. Emissive")
47
+ ]],
48
+ float Intensity = 0.0
49
+ [[
50
+ anno::display_name("Intensity"),
51
+ anno::ui_order(1),
52
+ anno::in_group("5. API Values"),
53
+ anno::soft_range(0.0, 1.0)
54
+ ]],
55
+ float Emissive__space__atenuance = 1.0
56
+ [[
57
+ anno::display_name("Emissive atenuance"),
58
+ anno::ui_order(2),
59
+ anno::in_group("3. Emissive")
60
+ ]],
61
+ float On_Off = 0.0
62
+ [[
63
+ anno::display_name("On/Off"),
64
+ anno::ui_order(32),
65
+ anno::in_group("5. API Values")
66
+ ]],
67
+ uniform texture_2d BaseColor = texture_2d("./Textures/T_Skyscraper01_D.png",::tex::gamma_srgb)
68
+ [[
69
+ anno::display_name("BaseColor"),
70
+ anno::ui_order(32),
71
+ anno::in_group("1. Textures"),
72
+ sampler_color()
73
+ ]],
74
+ float4 Color = float4(1.0,1.0,1.0,1.0)
75
+ [[
76
+ anno::display_name("Color"),
77
+ anno::ui_order(32),
78
+ anno::in_group("2. Color Variation")
79
+ ]],
80
+ float MetalCorrection = 100.0
81
+ [[
82
+ anno::display_name("MetalCorrection"),
83
+ anno::ui_order(1),
84
+ anno::in_group("4. Corrections"),
85
+ anno::soft_range(0.0, 100.0)
86
+ ]],
87
+ float RoughnessCorrection = 100.0
88
+ [[
89
+ anno::display_name("RoughnessCorrection"),
90
+ anno::ui_order(32),
91
+ anno::in_group("4. Corrections"),
92
+ anno::soft_range(0.0, 100.0)
93
+ ]],
94
+ int MaxTexCoordIndex = 3
95
+ [[
96
+ anno::hidden()
97
+ ]])
98
+ =
99
+ let {
100
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
101
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
102
+
103
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
104
+ float3 Local1 = math::lerp(float3(Local0.x,Local0.y,Local0.z),float3(0.0,0.0,1.0),NormalFlatness);
105
+
106
+ float3 Normal_mdl = Local1;
107
+
108
+ float4 Local2 = tex::lookup_float4(AO__space_____space__Roughness__space_____space__Metallic__space_____space__Emissive,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
109
+ float3 Local3 = (Local2.w * float3(EmissiveColor.x,EmissiveColor.y,EmissiveColor.z));
110
+ float Local4 = (Intensity / Emissive__space__atenuance);
111
+ float3 Local5 = (Local3 * Local4);
112
+ float3 Local6 = math::lerp(float3(0.0,0.0,0.0),Local5,On_Off);
113
+ float4 Local7 = tex::lookup_float4(BaseColor,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
114
+ float3 Local8 = (float3(Color.x,Color.y,Color.z) * float3(Local7.x,Local7.y,Local7.z));
115
+ float3 Local9 = math::lerp(float3(Local7.x,Local7.y,Local7.z),Local8,Local7.w);
116
+ float Local10 = (MetalCorrection / 100.0);
117
+ float Local11 = (Local2.z * Local10);
118
+ float Local12 = (RoughnessCorrection / 100.0);
119
+ float Local13 = (Local2.y * Local12);
120
+
121
+ float3 EmissiveColor_mdl = Local6;
122
+ float OpacityMask_mdl = 1.0;
123
+ float3 BaseColor_mdl = Local9;
124
+ float Metallic_mdl = Local11;
125
+ float Specular_mdl = 0.5;
126
+ float Roughness_mdl = Local13;
127
+
128
+ } in
129
+ ::OmniUe4Base(
130
+ base_color: BaseColor_mdl,
131
+ metallic: Metallic_mdl,
132
+ roughness: Roughness_mdl,
133
+ specular: Specular_mdl,
134
+ normal: Normal_mdl,
135
+ opacity: OpacityMask_mdl,
136
+ emissive_color: EmissiveColor_mdl,
137
+ two_sided: false);
exported_maps/town01_official/Materials/MI_WallMaster.mdl ADDED
@@ -0,0 +1,124 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_WallMaster(
21
+ uniform texture_2d Normal = texture_2d("./Textures/T_Flat_n.png",::tex::gamma_linear)
22
+ [[
23
+ anno::display_name("Normal"),
24
+ anno::ui_order(32),
25
+ sampler_normal()
26
+ ]],
27
+ float NormalFlattener = 0.0
28
+ [[
29
+ anno::display_name("NormalFlattener"),
30
+ anno::ui_order(32),
31
+ anno::in_group("Adjustements")
32
+ ]],
33
+ uniform texture_2d BaseColorTexture = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
34
+ [[
35
+ anno::display_name("BaseColorTexture"),
36
+ anno::ui_order(32),
37
+ anno::in_group("BaseColor"),
38
+ sampler_color()
39
+ ]],
40
+ float4 TopWallColor = float4(1.0,1.0,1.0,1.0)
41
+ [[
42
+ anno::display_name("TopWallColor"),
43
+ anno::ui_order(32),
44
+ anno::in_group("BaseColor")
45
+ ]],
46
+ uniform texture_2d BaseColorMask = texture_2d("./Textures/GardenWallMask.png",::tex::gamma_srgb)
47
+ [[
48
+ anno::display_name("BaseColorMask"),
49
+ anno::ui_order(32),
50
+ anno::in_group("BaseColor"),
51
+ sampler_color()
52
+ ]],
53
+ float4 DetailsColor = float4(1.0,1.0,1.0,1.0)
54
+ [[
55
+ anno::display_name("DetailsColor"),
56
+ anno::ui_order(32),
57
+ anno::in_group("BaseColor")
58
+ ]],
59
+ float4 MainMaterialColor = float4(1.0,1.0,1.0,1.0)
60
+ [[
61
+ anno::display_name("MainMaterialColor"),
62
+ anno::ui_order(32),
63
+ anno::in_group("BaseColor")
64
+ ]],
65
+ uniform texture_2d OclussionRoughnessMetallic = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
66
+ [[
67
+ anno::display_name("OclussionRoughnessMetallic"),
68
+ anno::ui_order(32),
69
+ anno::in_group("Textures"),
70
+ sampler_color()
71
+ ]],
72
+ float RoughnessFCorrection = 7.0
73
+ [[
74
+ anno::display_name("RoughnessFCorrection"),
75
+ anno::ui_order(32),
76
+ anno::in_group("Adjustements")
77
+ ]],
78
+ int MaxTexCoordIndex = 3
79
+ [[
80
+ anno::hidden()
81
+ ]])
82
+ [[
83
+ dither_masked_off()
84
+ ]]
85
+ =
86
+ let {
87
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
88
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
89
+
90
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));
91
+ float3 Local1 = math::lerp(float3(Local0.x,Local0.y,Local0.z),float3(0.0,0.0,1.0),NormalFlattener);
92
+
93
+ float3 Normal_mdl = Local1;
94
+
95
+ float4 Local2 = tex::lookup_float4(BaseColorTexture,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
96
+ float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(TopWallColor.x,TopWallColor.y,TopWallColor.z));
97
+ float4 Local4 = tex::lookup_float4(BaseColorMask,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
98
+ float3 Local5 = math::lerp(float3(0.0,0.0,0.0),Local3,Local4.x);
99
+ float3 Local6 = (float3(Local2.x,Local2.y,Local2.z) * float3(DetailsColor.x,DetailsColor.y,DetailsColor.z));
100
+ float3 Local7 = math::lerp(float3(0.0,0.0,0.0),Local6,Local4.y);
101
+ float3 Local8 = (Local5 + Local7);
102
+ float3 Local9 = (float3(Local2.x,Local2.y,Local2.z) * float3(MainMaterialColor.x,MainMaterialColor.y,MainMaterialColor.z));
103
+ float3 Local10 = math::lerp(float3(0.0,0.0,0.0),Local9,Local4.z);
104
+ float3 Local11 = (Local8 + Local10);
105
+ float4 Local12 = tex::lookup_float4(OclussionRoughnessMetallic,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
106
+ float Local13 = (Local12.y * RoughnessFCorrection);
107
+
108
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
109
+ float OpacityMask_mdl = (Local2.w - 0.3333) < 0.0f ? 0.0f : 1.0f;
110
+ float3 BaseColor_mdl = Local11;
111
+ float Metallic_mdl = Local12.z;
112
+ float Specular_mdl = 0.5;
113
+ float Roughness_mdl = Local13;
114
+
115
+ } in
116
+ ::OmniUe4Base(
117
+ base_color: BaseColor_mdl,
118
+ metallic: Metallic_mdl,
119
+ roughness: Roughness_mdl,
120
+ specular: Specular_mdl,
121
+ normal: Normal_mdl,
122
+ opacity: OpacityMask_mdl,
123
+ emissive_color: EmissiveColor_mdl,
124
+ two_sided: false);
exported_maps/town01_official/Materials/MI_Water_Lake.mdl ADDED
@@ -0,0 +1,104 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_Water_Lake(
21
+ float VisualTime = 0.0
22
+ [[
23
+ anno::display_name("VisualTime")
24
+ ]],
25
+ float4 Water__space__Color = float4(0.0,0.014313,0.078125,1.0)
26
+ [[
27
+ anno::display_name("Water Color"),
28
+ anno::ui_order(32),
29
+ anno::in_group("Attributes")
30
+ ]],
31
+ float4 Fresnel = float4(0.027554,0.447917,0.385286,1.0)
32
+ [[
33
+ anno::display_name("Fresnel"),
34
+ anno::ui_order(32)
35
+ ]],
36
+ float Fresnel_sp = 5.0
37
+ [[
38
+ anno::display_name("Fresnel"),
39
+ anno::ui_order(32)
40
+ ]],
41
+ float Metallic = 1.0
42
+ [[
43
+ anno::display_name("Metallic"),
44
+ anno::ui_order(32),
45
+ anno::in_group("Attributes")
46
+ ]],
47
+ float Specular = 1.0
48
+ [[
49
+ anno::display_name("Specular"),
50
+ anno::ui_order(32),
51
+ anno::in_group("Attributes")
52
+ ]],
53
+ float Roughness = 0.0
54
+ [[
55
+ anno::display_name("Roughness"),
56
+ anno::ui_order(32),
57
+ anno::in_group("Attributes")
58
+ ]])
59
+ =
60
+ let {
61
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
62
+
63
+ float3 Local0 = math::cross(float3(0.0001),::vertex_normal_world_space(true));
64
+ float Local1 = math::dot(Local0, float3(0.0001));
65
+ float Local2 = math::abs(Local1);
66
+ float3 Local3 = (Local2 * ::vertex_normal_world_space(true));
67
+ float Local4 = (VisualTime * 40.0);
68
+ float Local5 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z + Local4);
69
+ float Local6 = ::noise(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), texture_3d(), float3(float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y).x,float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y).y,Local5),0.05,1.0,1.0,0.0,1.0,0.0,1.0,0.0,0.0,0.0,512.0);
70
+ float Local7 = (Local6 + 0.0001);
71
+ float Local8 = (Local7 - Local6);
72
+ float3 Local9 = (Local8 * Local0);
73
+ float3 Local10 = math::cross(::vertex_normal_world_space(true),float3(0.0001));
74
+ float3 Local11 = (Local8 * Local10);
75
+ float3 Local12 = (Local9 + Local11);
76
+ float Local13 = ((math::abs(Local1 - 0.0) > 0.0) ? (Local1 >= 0.0 ? 1.0 : -1.0) : 0.0);
77
+ float3 Local14 = (Local12 * Local13);
78
+ float3 Local15 = (Local3 - Local14);
79
+ float Local16 = math::dot(Local15, Local15);
80
+ float Local17 = math::sqrt(Local16);
81
+ float3 Local18 = (Local15 / Local17);
82
+
83
+ float3 Normal_mdl = Local18;
84
+
85
+ float Local19 = ::fresnel(Fresnel_sp, 0.04, ::pixel_normal_world_space(true));
86
+ float3 Local20 = math::lerp(float3(Water__space__Color.x,Water__space__Color.y,Water__space__Color.z),float3(Fresnel.x,Fresnel.y,Fresnel.z),Local19);
87
+
88
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
89
+ float OpacityMask_mdl = 1.0;
90
+ float3 BaseColor_mdl = Local20;
91
+ float Metallic_mdl = Metallic;
92
+ float Specular_mdl = Specular;
93
+ float Roughness_mdl = Roughness;
94
+
95
+ } in
96
+ ::OmniUe4Base(
97
+ base_color: BaseColor_mdl,
98
+ metallic: Metallic_mdl,
99
+ roughness: Roughness_mdl,
100
+ specular: Specular_mdl,
101
+ normal: Normal_mdl,
102
+ opacity: OpacityMask_mdl,
103
+ emissive_color: EmissiveColor_mdl,
104
+ two_sided: false);
exported_maps/town01_official/Materials/MI_WetConcrete.mdl ADDED
@@ -0,0 +1,311 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_WetConcrete(
21
+ float Raindrops__space__UV__space__Scale = 0.005
22
+ [[
23
+ anno::display_name("Raindrops UV Scale"),
24
+ anno::ui_order(32),
25
+ anno::in_group("Ripples")
26
+ ]],
27
+ float Ripples = 0.0
28
+ [[
29
+ anno::display_name("Ripples")
30
+ ]],
31
+ float Uv__space__Size = 0.003
32
+ [[
33
+ anno::display_name("Uv Size"),
34
+ anno::ui_order(32),
35
+ anno::in_group("Texture")
36
+ ]],
37
+ float PuddleOffset = 0.5
38
+ [[
39
+ anno::display_name("PuddleOffset"),
40
+ anno::ui_order(32)
41
+ ]],
42
+ float Water__space__level__space__contrast = 0.220183
43
+ [[
44
+ anno::display_name("Water level contrast"),
45
+ anno::ui_order(32),
46
+ anno::in_group("Water"),
47
+ anno::soft_range(0.0, 1.0)
48
+ ]],
49
+ float NoiseZOffset = 0.0
50
+ [[
51
+ anno::display_name("NoiseZOffset"),
52
+ anno::ui_order(32)
53
+ ]],
54
+ float Puddles = 0.0
55
+ [[
56
+ anno::display_name("Puddles")
57
+ ]],
58
+ uniform texture_2d NormalA = texture_2d("./Textures/Asphalt_1_n.png",::tex::gamma_linear)
59
+ [[
60
+ anno::display_name("NormalA"),
61
+ anno::ui_order(32),
62
+ sampler_normal()
63
+ ]],
64
+ float Normal__space__Strenght = 0.1
65
+ [[
66
+ anno::display_name("Normal Strenght"),
67
+ anno::ui_order(32),
68
+ anno::in_group("Texture")
69
+ ]],
70
+ float Min__space__water = 1.0
71
+ [[
72
+ anno::display_name("Min water"),
73
+ anno::ui_order(32),
74
+ anno::in_group("Other"),
75
+ anno::soft_range(0.0, 1.0)
76
+ ]],
77
+ float Max__space__water = 1.0
78
+ [[
79
+ anno::display_name("Max water"),
80
+ anno::ui_order(32),
81
+ anno::in_group("Other"),
82
+ anno::soft_range(0.0, 1.0)
83
+ ]],
84
+ float Puddle = 1.0
85
+ [[
86
+ anno::display_name("Puddle"),
87
+ anno::ui_order(32),
88
+ anno::in_group("Water"),
89
+ anno::soft_range(0.0, 1.0)
90
+ ]],
91
+ float4 WindNoiseResizing = float4(0.875,0.875,0.875,0.0)
92
+ [[
93
+ anno::display_name("WindNoiseResizing")
94
+ ]],
95
+ uniform texture_2d RoughnessA = texture_2d("./Textures/Asphalt_1_orm.png",::tex::gamma_srgb)
96
+ [[
97
+ anno::display_name("RoughnessA"),
98
+ anno::ui_order(32),
99
+ sampler_color()
100
+ ]],
101
+ float WindIntensity = 0.0
102
+ [[
103
+ anno::display_name("WindIntensity")
104
+ ]],
105
+ float Contrast = -0.1
106
+ [[
107
+ anno::display_name("Contrast"),
108
+ anno::ui_order(32),
109
+ anno::in_group("Texture")
110
+ ]],
111
+ uniform texture_2d basecolorA = texture_2d("./Textures/Asphalt_1_d.png",::tex::gamma_srgb)
112
+ [[
113
+ anno::display_name("basecolorA"),
114
+ anno::ui_order(32),
115
+ sampler_color()
116
+ ]],
117
+ float Saturation = 0.5
118
+ [[
119
+ anno::display_name("Saturation"),
120
+ anno::ui_order(32),
121
+ anno::in_group("Texture")
122
+ ]],
123
+ float4 Param = float4(0.68,0.68,0.68,1.0)
124
+ [[
125
+ anno::display_name("Param"),
126
+ anno::ui_order(32)
127
+ ]],
128
+ float Humidity__space__darkness = 0.366972
129
+ [[
130
+ anno::display_name("Humidity darkness"),
131
+ anno::ui_order(32),
132
+ anno::in_group("Humidity"),
133
+ anno::soft_range(0.0, 1.0)
134
+ ]],
135
+ float Humidity__space__contrast = 0.0
136
+ [[
137
+ anno::display_name("Humidity contrast"),
138
+ anno::ui_order(32),
139
+ anno::in_group("Humidity"),
140
+ anno::soft_range(0.0, 1.0)
141
+ ]],
142
+ float Wetness = 0.0
143
+ [[
144
+ anno::display_name("Wetness")
145
+ ]],
146
+ float4 MurkCcolor = float4(0.13,0.112205,0.10725,1.0)
147
+ [[
148
+ anno::display_name("MurkCcolor"),
149
+ anno::ui_order(32),
150
+ anno::in_group("Murk")
151
+ ]],
152
+ float puddleMurkness = 0.2
153
+ [[
154
+ anno::display_name("puddleMurkness"),
155
+ anno::ui_order(32),
156
+ anno::in_group("Murk")
157
+ ]],
158
+ uniform texture_2d BasecolorB = texture_2d("./Textures/Asphalt_3_d.png",::tex::gamma_srgb)
159
+ [[
160
+ anno::display_name("BasecolorB"),
161
+ anno::ui_order(32),
162
+ sampler_color()
163
+ ]])
164
+ [[
165
+ dither_masked_off()
166
+ ]]
167
+ =
168
+ let {
169
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
170
+
171
+ float3 Local0 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * Raindrops__space__UV__space__Scale);
172
+ float3 Local1 = math::frac(Local0);
173
+ float2 Local2 = (float2(Local1.x,Local1.y) / float2(7.0,7.0));
174
+ float Local3 = (7.0 * 7.0);
175
+ float Local4 = math::frac(state::animation_time());
176
+ float2 Local5 = (float2(Local3,7.0) * float2(Local4,Local4));
177
+ float2 Local6 = math::floor(Local5);
178
+ float2 Local7 = (Local6 / float2(7.0,7.0));
179
+ float2 Local8 = (Local2 + Local7);
180
+ float4 Local9 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_ripples_sheet_HD_n.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat));
181
+ float Local10 = (1.0 - Ripples);
182
+ float3 Local11 = math::lerp(float3(Local9.x,Local9.y,Local9.z),float3(0.0,0.0,1.0),Local10);
183
+ float2 Local12 = (float2(Uv__space__Size,Uv__space__Size) * float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y));
184
+ float3 Local13 = ::transform_vector_from_world_to_tangent(float3(::camera_vector(true).x,::camera_vector(true).y,::camera_vector(true).z), true);
185
+ float Local14 = (0.05 * PuddleOffset);
186
+ float Local15 = (Local14 + -0.025);
187
+ float2 Local16 = (float2(Local13.x,Local13.y) * Local15);
188
+ float2 Local17 = (Local16 + Local12);
189
+ float Local18 = (0.0 - Water__space__level__space__contrast);
190
+ float Local19 = (Water__space__level__space__contrast + 1.0);
191
+ float Local20 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z + NoiseZOffset);
192
+ float Local21 = ::noise(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), texture_3d(), float3(Local20,float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y).x,float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y).y),0.001,1.0,0.0,0.0,6.0,0.0,1.0,2.0,0.0,0.0,512.0);
193
+ float Local22 = (Local21 - 1.0);
194
+ float Local23 = (1.0 - Puddles);
195
+ float Local24 = (Local23 * 2.0);
196
+ float Local25 = (Local22 + Local24);
197
+ float Local26 = math::min(math::max(Local25,0.0),1.0);
198
+ float Local27 = math::lerp(Local18,Local19,Local26);
199
+ float Local28 = math::min(math::max(Local27,0.0),1.0);
200
+ float Local29 = (1.0 - Local28);
201
+ float2 Local30 = math::lerp(Local12,Local17,Local29);
202
+ float4 Local31 = ::unpack_normal_map(tex::lookup_float4(NormalA,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat));
203
+ float3 Local32 = math::lerp(float3(Local31.x,Local31.y,Local31.z),float3(0.0,0.0,1.0),Normal__space__Strenght);
204
+ float Local33 = (1.0 - Puddle);
205
+ float Local34 = (Local23 + Local33);
206
+ float Local35 = (Local34 * 2.0);
207
+ float Local36 = (Local22 + Local35);
208
+ float Local37 = math::min(math::max(Local36,0.0),1.0);
209
+ float Local38 = math::lerp(Local18,Local19,Local37);
210
+ float Local39 = math::min(math::max(Local38,0.0),1.0);
211
+ float Local40 = math::lerp(Min__space__water,Max__space__water,Local39);
212
+ float3 Local41 = math::lerp(Local11,Local32,Local40);
213
+ float3 Local42 = math::cross(float3(0.0001),::vertex_normal_world_space(true));
214
+ float Local43 = math::dot(Local42, float3(0.0001));
215
+ float Local44 = math::abs(Local43);
216
+ float3 Local45 = (Local44 * ::vertex_normal_world_space(true));
217
+ float Local46 = (0.0 - 0.0);
218
+ float Local47 = (0.0 + 1.0);
219
+ float3 Local48 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * float3(WindNoiseResizing.x,WindNoiseResizing.y,WindNoiseResizing.z));
220
+ float3 Local49 = (state::animation_time() * float3(WindNoiseResizing.x,WindNoiseResizing.y,WindNoiseResizing.z));
221
+ float3 Local50 = (Local48 + Local49);
222
+ float Local51 = ::noise(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), texture_3d(), Local50,0.5,1.0,0.0,0.0,1.0,0.0,1.0,2.0,0.0,0.0,512.0);
223
+ float Local52 = (Local51 - 1.0);
224
+ float4 Local53 = tex::lookup_float4(RoughnessA,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat);
225
+ float Local54 = (Local53.y + 0.8);
226
+ float Local55 = (Min__space__water * Local54);
227
+ float Local56 = math::lerp(Local55,Max__space__water,Local28);
228
+ float Local57 = (1.0 - Local56);
229
+ float Local58 = (Local57 + -0.5);
230
+ float Local59 = (Local58 * 2.0);
231
+ float Local60 = (Local52 + Local59);
232
+ float Local61 = math::min(math::max(Local60,0.0),1.0);
233
+ float Local62 = math::lerp(Local46,Local47,Local61);
234
+ float Local63 = math::min(math::max(Local62,0.0),1.0);
235
+ float Local64 = math::lerp(0.0,1.0,Local63);
236
+ float Local65 = (Local64 + 0.0001);
237
+ float Local66 = (Local65 - Local64);
238
+ float3 Local67 = (Local66 * Local42);
239
+ float3 Local68 = math::cross(::vertex_normal_world_space(true),float3(0.0001));
240
+ float3 Local69 = (Local66 * Local68);
241
+ float3 Local70 = (Local67 + Local69);
242
+ float Local71 = ((math::abs(Local43 - 0.0) > 0.0) ? (Local43 >= 0.0 ? 1.0 : -1.0) : 0.0);
243
+ float3 Local72 = (Local70 * Local71);
244
+ float3 Local73 = (Local45 - Local72);
245
+ float Local74 = math::dot(Local73, Local73);
246
+ float Local75 = math::sqrt(Local74);
247
+ float3 Local76 = (Local73 / Local75);
248
+ float3 Local77 = math::lerp(Local76,float3(0.0,0.0,1.0),Local56);
249
+ float Local78 = (WindIntensity / 6.0);
250
+ float3 Local79 = math::lerp(Local41,Local77,Local78);
251
+
252
+ float3 Normal_mdl = Local79;
253
+
254
+ float Local80 = (0.0 - Contrast);
255
+ float Local81 = (Contrast + 1.0);
256
+ float4 Local82 = tex::lookup_float4(basecolorA,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat);
257
+ float Local83 = math::dot(float3(Local82.x,Local82.y,Local82.z), float3(0.3,0.59,0.11));
258
+ float3 Local84 = math::lerp(float3(Local82.x,Local82.y,Local82.z),float3(Local83,Local83,Local83),Saturation);
259
+ float Local85 = math::lerp(Local80,Local81,Local84.x);
260
+ float Local86 = math::min(math::max(Local85,0.0),1.0);
261
+ float Local87 = (1.0 - Local86);
262
+ float Local88 = (Local87 * 2.0);
263
+ float3 Local89 = (1.0 - float3(Param.x,Param.y,Param.z));
264
+ float3 Local90 = (Local88 * Local89);
265
+ float3 Local91 = (1.0 - Local90);
266
+ float Local92 = (Local86 * 2.0);
267
+ float3 Local93 = (Local92 * float3(Param.x,Param.y,Param.z));
268
+ float Local94 = ((Local86 >= 0.5) ? Local91.x : Local93.x);
269
+ float Local95 = ((Local86 >= 0.5) ? Local91.y : Local93.y);
270
+ float Local96 = ((Local86 >= 0.5) ? Local91.z : Local93.z);
271
+ float Local97 = (0.0 - Humidity__space__contrast);
272
+ float Local98 = (Humidity__space__contrast + 1.0);
273
+ float Local99 = (Wetness / 125.0);
274
+ float Local100 = (1.0 - Local99);
275
+ float Local101 = ((Local23 >= Local100) ? Local100 : Local23);
276
+ float Local102 = (Local101 * 2.0);
277
+ float Local103 = (Local22 + Local102);
278
+ float Local104 = math::min(math::max(Local103,0.0),1.0);
279
+ float Local105 = math::lerp(Local97,Local98,Local104);
280
+ float Local106 = math::min(math::max(Local105,0.0),1.0);
281
+ float Local107 = math::lerp(Min__space__water,Max__space__water,Local106);
282
+ float Local108 = math::lerp(Humidity__space__darkness,1.0,Local107);
283
+ float3 Local109 = (float3(float2(Local94,Local95).x,float2(Local94,Local95).y,Local96) * Local108);
284
+ float3 Local110 = (Local109 * float3(MurkCcolor.x,MurkCcolor.y,MurkCcolor.z));
285
+ float Local111 = (Local23 + puddleMurkness);
286
+ float Local112 = (Local111 * 2.0);
287
+ float Local113 = (Local22 + Local112);
288
+ float Local114 = math::min(math::max(Local113,0.0),1.0);
289
+ float Local115 = math::lerp(Local18,Local19,Local114);
290
+ float Local116 = math::min(math::max(Local115,0.0),1.0);
291
+ float3 Local117 = math::lerp(Local110,Local109,Local116);
292
+ float4 Local118 = tex::lookup_float4(BasecolorB,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat);
293
+ float Local119 = (Local82.w + Local118.w);
294
+
295
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
296
+ float OpacityMask_mdl = (Local119 - 0.3333) < 0.0f ? 0.0f : 1.0f;
297
+ float3 BaseColor_mdl = Local117;
298
+ float Metallic_mdl = 0.0;
299
+ float Specular_mdl = 0.5;
300
+ float Roughness_mdl = Local56;
301
+
302
+ } in
303
+ ::OmniUe4Base(
304
+ base_color: BaseColor_mdl,
305
+ metallic: Metallic_mdl,
306
+ roughness: Roughness_mdl,
307
+ specular: Specular_mdl,
308
+ normal: Normal_mdl,
309
+ opacity: OpacityMask_mdl,
310
+ emissive_color: EmissiveColor_mdl,
311
+ two_sided: false);
exported_maps/town01_official/Materials/MI_WetSideWalk_1.mdl ADDED
@@ -0,0 +1,298 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_WetSideWalk_1(
21
+ float Raindrops__space__UV__space__Scale = 0.005
22
+ [[
23
+ anno::display_name("Raindrops UV Scale"),
24
+ anno::ui_order(32),
25
+ anno::in_group("Ripples")
26
+ ]],
27
+ float Ripples = 0.0
28
+ [[
29
+ anno::display_name("Ripples")
30
+ ]],
31
+ float Uv__space__Size = 0.003
32
+ [[
33
+ anno::display_name("Uv Size"),
34
+ anno::ui_order(32),
35
+ anno::in_group("Texture")
36
+ ]],
37
+ float PuddleOffset = 0.5
38
+ [[
39
+ anno::display_name("PuddleOffset"),
40
+ anno::ui_order(32)
41
+ ]],
42
+ float Water__space__level__space__contrast = 0.220183
43
+ [[
44
+ anno::display_name("Water level contrast"),
45
+ anno::ui_order(32),
46
+ anno::in_group("Water"),
47
+ anno::soft_range(0.0, 1.0)
48
+ ]],
49
+ float NoiseZOffset = 0.0
50
+ [[
51
+ anno::display_name("NoiseZOffset"),
52
+ anno::ui_order(32)
53
+ ]],
54
+ float Puddles = 0.0
55
+ [[
56
+ anno::display_name("Puddles")
57
+ ]],
58
+ uniform texture_2d NormalA = texture_2d("./Textures/Asphalt_1_n.png",::tex::gamma_linear)
59
+ [[
60
+ anno::display_name("NormalA"),
61
+ anno::ui_order(32),
62
+ sampler_normal()
63
+ ]],
64
+ uniform texture_2d NormalB = texture_2d("./Textures/Asphalt_3_n.png",::tex::gamma_linear)
65
+ [[
66
+ anno::display_name("NormalB"),
67
+ anno::ui_order(32),
68
+ sampler_normal()
69
+ ]],
70
+ float Normal__space__Strenght = 0.1
71
+ [[
72
+ anno::display_name("Normal Strenght"),
73
+ anno::ui_order(32),
74
+ anno::in_group("Texture")
75
+ ]],
76
+ float Min__space__water = 1.0
77
+ [[
78
+ anno::display_name("Min water"),
79
+ anno::ui_order(32),
80
+ anno::in_group("Other"),
81
+ anno::soft_range(0.0, 1.0)
82
+ ]],
83
+ float Max__space__water = 1.0
84
+ [[
85
+ anno::display_name("Max water"),
86
+ anno::ui_order(32),
87
+ anno::in_group("Other"),
88
+ anno::soft_range(0.0, 1.0)
89
+ ]],
90
+ float Puddle = 1.0
91
+ [[
92
+ anno::display_name("Puddle"),
93
+ anno::ui_order(32),
94
+ anno::in_group("Water"),
95
+ anno::soft_range(0.0, 1.0)
96
+ ]],
97
+ float4 WindNoiseResizing = float4(0.875,0.875,0.875,0.0)
98
+ [[
99
+ anno::display_name("WindNoiseResizing")
100
+ ]],
101
+ uniform texture_2d RoughnessA = texture_2d("./Textures/Asphalt_1_orm.png",::tex::gamma_srgb)
102
+ [[
103
+ anno::display_name("RoughnessA"),
104
+ anno::ui_order(32),
105
+ sampler_color()
106
+ ]],
107
+ uniform texture_2d RoughnessB = texture_2d("./Textures/Asphalt_1_orm.png",::tex::gamma_srgb)
108
+ [[
109
+ anno::display_name("RoughnessB"),
110
+ anno::ui_order(32),
111
+ sampler_color()
112
+ ]],
113
+ float WindIntensity = 0.0
114
+ [[
115
+ anno::display_name("WindIntensity")
116
+ ]],
117
+ uniform texture_2d basecolorA = texture_2d("./Textures/Asphalt_1_d.png",::tex::gamma_srgb)
118
+ [[
119
+ anno::display_name("basecolorA"),
120
+ anno::ui_order(32),
121
+ sampler_color()
122
+ ]],
123
+ uniform texture_2d BasecolorB = texture_2d("./Textures/Asphalt_3_d.png",::tex::gamma_srgb)
124
+ [[
125
+ anno::display_name("BasecolorB"),
126
+ anno::ui_order(32),
127
+ sampler_color()
128
+ ]],
129
+ float Humidity__space__darkness = 0.366972
130
+ [[
131
+ anno::display_name("Humidity darkness"),
132
+ anno::ui_order(32),
133
+ anno::in_group("Humidity"),
134
+ anno::soft_range(0.0, 1.0)
135
+ ]],
136
+ float Humidity__space__contrast = 0.0
137
+ [[
138
+ anno::display_name("Humidity contrast"),
139
+ anno::ui_order(32),
140
+ anno::in_group("Humidity"),
141
+ anno::soft_range(0.0, 1.0)
142
+ ]],
143
+ float Wetness = 0.0
144
+ [[
145
+ anno::display_name("Wetness")
146
+ ]],
147
+ float4 MurkCcolor = float4(0.13,0.112205,0.10725,1.0)
148
+ [[
149
+ anno::display_name("MurkCcolor"),
150
+ anno::ui_order(32),
151
+ anno::in_group("Murk")
152
+ ]],
153
+ float puddleMurkness = 0.2
154
+ [[
155
+ anno::display_name("puddleMurkness"),
156
+ anno::ui_order(32),
157
+ anno::in_group("Murk")
158
+ ]])
159
+ [[
160
+ dither_masked_off()
161
+ ]]
162
+ =
163
+ let {
164
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
165
+
166
+ float3 Local0 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * Raindrops__space__UV__space__Scale);
167
+ float3 Local1 = math::frac(Local0);
168
+ float2 Local2 = (float2(Local1.x,Local1.y) / float2(7.0,7.0));
169
+ float Local3 = (7.0 * 7.0);
170
+ float Local4 = math::frac(state::animation_time());
171
+ float2 Local5 = (float2(Local3,7.0) * float2(Local4,Local4));
172
+ float2 Local6 = math::floor(Local5);
173
+ float2 Local7 = (Local6 / float2(7.0,7.0));
174
+ float2 Local8 = (Local2 + Local7);
175
+ float4 Local9 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_ripples_sheet_HD_n.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat));
176
+ float Local10 = (1.0 - Ripples);
177
+ float3 Local11 = math::lerp(float3(Local9.x,Local9.y,Local9.z),float3(0.0,0.0,1.0),Local10);
178
+ float2 Local12 = (float2(Uv__space__Size,Uv__space__Size) * float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y));
179
+ float3 Local13 = ::transform_vector_from_world_to_tangent(float3(::camera_vector(true).x,::camera_vector(true).y,::camera_vector(true).z), true);
180
+ float Local14 = (0.05 * PuddleOffset);
181
+ float Local15 = (Local14 + -0.025);
182
+ float2 Local16 = (float2(Local13.x,Local13.y) * Local15);
183
+ float2 Local17 = (Local16 + Local12);
184
+ float Local18 = (0.0 - Water__space__level__space__contrast);
185
+ float Local19 = (Water__space__level__space__contrast + 1.0);
186
+ float Local20 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z + NoiseZOffset);
187
+ float Local21 = ::noise(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), texture_3d(), float3(Local20,float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y).x,float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y).y),0.001,1.0,0.0,0.0,6.0,0.0,1.0,2.0,0.0,0.0,512.0);
188
+ float Local22 = (Local21 - 1.0);
189
+ float Local23 = (1.0 - Puddles);
190
+ float Local24 = (Local23 * 2.0);
191
+ float Local25 = (Local22 + Local24);
192
+ float Local26 = math::min(math::max(Local25,0.0),1.0);
193
+ float Local27 = math::lerp(Local18,Local19,Local26);
194
+ float Local28 = math::min(math::max(Local27,0.0),1.0);
195
+ float Local29 = (1.0 - Local28);
196
+ float2 Local30 = math::lerp(Local12,Local17,Local29);
197
+ float4 Local31 = ::unpack_normal_map(tex::lookup_float4(NormalA,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat));
198
+ float4 Local32 = ::unpack_normal_map(tex::lookup_float4(NormalB,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat));
199
+ float Local33 = ::noise(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), texture_3d(), (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0),0.0013,1.0,0.0,0.0,1.0,0.2,1.0,2.0,0.0,0.0,512.0);
200
+ float3 Local34 = math::lerp(float3(Local31.x,Local31.y,Local31.z),float3(Local32.x,Local32.y,Local32.z),Local33);
201
+ float3 Local35 = math::lerp(Local34,float3(0.0,0.0,1.0),Normal__space__Strenght);
202
+ float Local36 = (1.0 - Puddle);
203
+ float Local37 = (Local23 + Local36);
204
+ float Local38 = (Local37 * 2.0);
205
+ float Local39 = (Local22 + Local38);
206
+ float Local40 = math::min(math::max(Local39,0.0),1.0);
207
+ float Local41 = math::lerp(Local18,Local19,Local40);
208
+ float Local42 = math::min(math::max(Local41,0.0),1.0);
209
+ float Local43 = math::lerp(Min__space__water,Max__space__water,Local42);
210
+ float3 Local44 = math::lerp(Local11,Local35,Local43);
211
+ float3 Local45 = math::cross(float3(0.0001),::vertex_normal_world_space(true));
212
+ float Local46 = math::dot(Local45, float3(0.0001));
213
+ float Local47 = math::abs(Local46);
214
+ float3 Local48 = (Local47 * ::vertex_normal_world_space(true));
215
+ float Local49 = (0.0 - 0.0);
216
+ float Local50 = (0.0 + 1.0);
217
+ float3 Local51 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * float3(WindNoiseResizing.x,WindNoiseResizing.y,WindNoiseResizing.z));
218
+ float3 Local52 = (state::animation_time() * float3(WindNoiseResizing.x,WindNoiseResizing.y,WindNoiseResizing.z));
219
+ float3 Local53 = (Local51 + Local52);
220
+ float Local54 = ::noise(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), texture_3d(), Local53,0.5,1.0,0.0,0.0,1.0,0.0,1.0,2.0,0.0,0.0,512.0);
221
+ float Local55 = (Local54 - 1.0);
222
+ float4 Local56 = tex::lookup_float4(RoughnessA,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat);
223
+ float4 Local57 = tex::lookup_float4(RoughnessB,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat);
224
+ float Local58 = math::lerp(Local56.y,Local57.y,Local33);
225
+ float Local59 = (Local58 + 0.8);
226
+ float Local60 = (Min__space__water * Local59);
227
+ float Local61 = math::lerp(Local60,Max__space__water,Local28);
228
+ float Local62 = (1.0 - Local61);
229
+ float Local63 = (Local62 + -0.5);
230
+ float Local64 = (Local63 * 2.0);
231
+ float Local65 = (Local55 + Local64);
232
+ float Local66 = math::min(math::max(Local65,0.0),1.0);
233
+ float Local67 = math::lerp(Local49,Local50,Local66);
234
+ float Local68 = math::min(math::max(Local67,0.0),1.0);
235
+ float Local69 = math::lerp(0.0,1.0,Local68);
236
+ float Local70 = (Local69 + 0.0001);
237
+ float Local71 = (Local70 - Local69);
238
+ float3 Local72 = (Local71 * Local45);
239
+ float3 Local73 = math::cross(::vertex_normal_world_space(true),float3(0.0001));
240
+ float3 Local74 = (Local71 * Local73);
241
+ float3 Local75 = (Local72 + Local74);
242
+ float Local76 = ((math::abs(Local46 - 0.0) > 0.0) ? (Local46 >= 0.0 ? 1.0 : -1.0) : 0.0);
243
+ float3 Local77 = (Local75 * Local76);
244
+ float3 Local78 = (Local48 - Local77);
245
+ float Local79 = math::dot(Local78, Local78);
246
+ float Local80 = math::sqrt(Local79);
247
+ float3 Local81 = (Local78 / Local80);
248
+ float3 Local82 = math::lerp(Local81,float3(0.0,0.0,1.0),Local61);
249
+ float Local83 = (WindIntensity / 6.0);
250
+ float3 Local84 = math::lerp(Local44,Local82,Local83);
251
+
252
+ float3 Normal_mdl = Local84;
253
+
254
+ float4 Local85 = tex::lookup_float4(basecolorA,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat);
255
+ float3 Local86 = (float3(Local85.x,Local85.y,Local85.z) * 1.5);
256
+ float4 Local87 = tex::lookup_float4(BasecolorB,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat);
257
+ float3 Local88 = (float3(Local87.x,Local87.y,Local87.z) * 1.5);
258
+ float3 Local89 = math::lerp(Local86,Local88,Local33);
259
+ float Local90 = (0.0 - Humidity__space__contrast);
260
+ float Local91 = (Humidity__space__contrast + 1.0);
261
+ float Local92 = (Wetness / 125.0);
262
+ float Local93 = (1.0 - Local92);
263
+ float Local94 = ((Local23 >= Local93) ? Local93 : Local23);
264
+ float Local95 = (Local94 * 2.0);
265
+ float Local96 = (Local22 + Local95);
266
+ float Local97 = math::min(math::max(Local96,0.0),1.0);
267
+ float Local98 = math::lerp(Local90,Local91,Local97);
268
+ float Local99 = math::min(math::max(Local98,0.0),1.0);
269
+ float Local100 = math::lerp(Min__space__water,Max__space__water,Local99);
270
+ float Local101 = math::lerp(Humidity__space__darkness,1.0,Local100);
271
+ float3 Local102 = (Local89 * Local101);
272
+ float3 Local103 = (Local102 * float3(MurkCcolor.x,MurkCcolor.y,MurkCcolor.z));
273
+ float Local104 = (Local23 + puddleMurkness);
274
+ float Local105 = (Local104 * 2.0);
275
+ float Local106 = (Local22 + Local105);
276
+ float Local107 = math::min(math::max(Local106,0.0),1.0);
277
+ float Local108 = math::lerp(Local18,Local19,Local107);
278
+ float Local109 = math::min(math::max(Local108,0.0),1.0);
279
+ float3 Local110 = math::lerp(Local103,Local102,Local109);
280
+ float Local111 = (Local85.w + Local87.w);
281
+
282
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
283
+ float OpacityMask_mdl = (Local111 - 0.3333) < 0.0f ? 0.0f : 1.0f;
284
+ float3 BaseColor_mdl = Local110;
285
+ float Metallic_mdl = 0.0;
286
+ float Specular_mdl = 0.5;
287
+ float Roughness_mdl = Local61;
288
+
289
+ } in
290
+ ::OmniUe4Base(
291
+ base_color: BaseColor_mdl,
292
+ metallic: Metallic_mdl,
293
+ roughness: Roughness_mdl,
294
+ specular: Specular_mdl,
295
+ normal: Normal_mdl,
296
+ opacity: OpacityMask_mdl,
297
+ emissive_color: EmissiveColor_mdl,
298
+ two_sided: false);
exported_maps/town01_official/Materials/MI_WetSidewalk_2.mdl ADDED
@@ -0,0 +1,278 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_WetSidewalk_2(
21
+ float Raindrops__space__UV__space__Scale = 0.005
22
+ [[
23
+ anno::display_name("Raindrops UV Scale"),
24
+ anno::ui_order(32),
25
+ anno::in_group("Ripples")
26
+ ]],
27
+ float Ripples = 0.0
28
+ [[
29
+ anno::display_name("Ripples")
30
+ ]],
31
+ float Uv__space__Size = 0.003
32
+ [[
33
+ anno::display_name("Uv Size"),
34
+ anno::ui_order(32),
35
+ anno::in_group("Texture")
36
+ ]],
37
+ float PuddleOffset = 0.5
38
+ [[
39
+ anno::display_name("PuddleOffset"),
40
+ anno::ui_order(32)
41
+ ]],
42
+ float Water__space__level__space__contrast = 0.220183
43
+ [[
44
+ anno::display_name("Water level contrast"),
45
+ anno::ui_order(32),
46
+ anno::in_group("Water"),
47
+ anno::soft_range(0.0, 1.0)
48
+ ]],
49
+ float NoiseZOffset = 0.0
50
+ [[
51
+ anno::display_name("NoiseZOffset"),
52
+ anno::ui_order(32)
53
+ ]],
54
+ float Puddles = 0.0
55
+ [[
56
+ anno::display_name("Puddles")
57
+ ]],
58
+ uniform texture_2d NormalA = texture_2d("./Textures/Asphalt_1_n.png",::tex::gamma_linear)
59
+ [[
60
+ anno::display_name("NormalA"),
61
+ anno::ui_order(32),
62
+ sampler_normal()
63
+ ]],
64
+ float Normal__space__Strenght = 0.1
65
+ [[
66
+ anno::display_name("Normal Strenght"),
67
+ anno::ui_order(32),
68
+ anno::in_group("Texture")
69
+ ]],
70
+ float Min__space__water = 1.0
71
+ [[
72
+ anno::display_name("Min water"),
73
+ anno::ui_order(32),
74
+ anno::in_group("Other"),
75
+ anno::soft_range(0.0, 1.0)
76
+ ]],
77
+ float Max__space__water = 1.0
78
+ [[
79
+ anno::display_name("Max water"),
80
+ anno::ui_order(32),
81
+ anno::in_group("Other"),
82
+ anno::soft_range(0.0, 1.0)
83
+ ]],
84
+ float Puddle = 1.0
85
+ [[
86
+ anno::display_name("Puddle"),
87
+ anno::ui_order(32),
88
+ anno::in_group("Water"),
89
+ anno::soft_range(0.0, 1.0)
90
+ ]],
91
+ float4 WindNoiseResizing = float4(0.875,0.875,0.875,0.0)
92
+ [[
93
+ anno::display_name("WindNoiseResizing")
94
+ ]],
95
+ uniform texture_2d RoughnessA = texture_2d("./Textures/Asphalt_1_orm.png",::tex::gamma_srgb)
96
+ [[
97
+ anno::display_name("RoughnessA"),
98
+ anno::ui_order(32),
99
+ sampler_color()
100
+ ]],
101
+ float WindIntensity = 0.0
102
+ [[
103
+ anno::display_name("WindIntensity")
104
+ ]],
105
+ uniform texture_2d basecolorA = texture_2d("./Textures/Asphalt_1_d.png",::tex::gamma_srgb)
106
+ [[
107
+ anno::display_name("basecolorA"),
108
+ anno::ui_order(32),
109
+ sampler_color()
110
+ ]],
111
+ float Humidity__space__darkness = 0.366972
112
+ [[
113
+ anno::display_name("Humidity darkness"),
114
+ anno::ui_order(32),
115
+ anno::in_group("Humidity"),
116
+ anno::soft_range(0.0, 1.0)
117
+ ]],
118
+ float Humidity__space__contrast = 0.0
119
+ [[
120
+ anno::display_name("Humidity contrast"),
121
+ anno::ui_order(32),
122
+ anno::in_group("Humidity"),
123
+ anno::soft_range(0.0, 1.0)
124
+ ]],
125
+ float Wetness = 0.0
126
+ [[
127
+ anno::display_name("Wetness")
128
+ ]],
129
+ float4 MurkCcolor = float4(0.13,0.112205,0.10725,1.0)
130
+ [[
131
+ anno::display_name("MurkCcolor"),
132
+ anno::ui_order(32),
133
+ anno::in_group("Murk")
134
+ ]],
135
+ float puddleMurkness = 0.2
136
+ [[
137
+ anno::display_name("puddleMurkness"),
138
+ anno::ui_order(32),
139
+ anno::in_group("Murk")
140
+ ]],
141
+ uniform texture_2d BasecolorB = texture_2d("./Textures/Asphalt_3_d.png",::tex::gamma_srgb)
142
+ [[
143
+ anno::display_name("BasecolorB"),
144
+ anno::ui_order(32),
145
+ sampler_color()
146
+ ]])
147
+ [[
148
+ dither_masked_off()
149
+ ]]
150
+ =
151
+ let {
152
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
153
+
154
+ float3 Local0 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * Raindrops__space__UV__space__Scale);
155
+ float3 Local1 = math::frac(Local0);
156
+ float2 Local2 = (float2(Local1.x,Local1.y) / float2(7.0,7.0));
157
+ float Local3 = (7.0 * 7.0);
158
+ float Local4 = math::frac(state::animation_time());
159
+ float2 Local5 = (float2(Local3,7.0) * float2(Local4,Local4));
160
+ float2 Local6 = math::floor(Local5);
161
+ float2 Local7 = (Local6 / float2(7.0,7.0));
162
+ float2 Local8 = (Local2 + Local7);
163
+ float4 Local9 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_ripples_sheet_HD_n.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat));
164
+ float Local10 = (1.0 - Ripples);
165
+ float3 Local11 = math::lerp(float3(Local9.x,Local9.y,Local9.z),float3(0.0,0.0,1.0),Local10);
166
+ float2 Local12 = (float2(Uv__space__Size,Uv__space__Size) * float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y));
167
+ float3 Local13 = ::transform_vector_from_world_to_tangent(float3(::camera_vector(true).x,::camera_vector(true).y,::camera_vector(true).z), true);
168
+ float Local14 = (0.05 * PuddleOffset);
169
+ float Local15 = (Local14 + -0.025);
170
+ float2 Local16 = (float2(Local13.x,Local13.y) * Local15);
171
+ float2 Local17 = (Local16 + Local12);
172
+ float Local18 = (0.0 - Water__space__level__space__contrast);
173
+ float Local19 = (Water__space__level__space__contrast + 1.0);
174
+ float Local20 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z + NoiseZOffset);
175
+ float Local21 = ::noise(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), texture_3d(), float3(Local20,float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y).x,float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y).y),0.001,1.0,0.0,0.0,6.0,0.0,1.0,2.0,0.0,0.0,512.0);
176
+ float Local22 = (Local21 - 1.0);
177
+ float Local23 = (1.0 - Puddles);
178
+ float Local24 = (Local23 * 2.0);
179
+ float Local25 = (Local22 + Local24);
180
+ float Local26 = math::min(math::max(Local25,0.0),1.0);
181
+ float Local27 = math::lerp(Local18,Local19,Local26);
182
+ float Local28 = math::min(math::max(Local27,0.0),1.0);
183
+ float Local29 = (1.0 - Local28);
184
+ float2 Local30 = math::lerp(Local12,Local17,Local29);
185
+ float4 Local31 = ::unpack_normal_map(tex::lookup_float4(NormalA,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat));
186
+ float3 Local32 = math::lerp(float3(Local31.x,Local31.y,Local31.z),float3(0.0,0.0,1.0),Normal__space__Strenght);
187
+ float Local33 = (1.0 - Puddle);
188
+ float Local34 = (Local23 + Local33);
189
+ float Local35 = (Local34 * 2.0);
190
+ float Local36 = (Local22 + Local35);
191
+ float Local37 = math::min(math::max(Local36,0.0),1.0);
192
+ float Local38 = math::lerp(Local18,Local19,Local37);
193
+ float Local39 = math::min(math::max(Local38,0.0),1.0);
194
+ float Local40 = math::lerp(Min__space__water,Max__space__water,Local39);
195
+ float3 Local41 = math::lerp(Local11,Local32,Local40);
196
+ float3 Local42 = math::cross(float3(0.0001),::vertex_normal_world_space(true));
197
+ float Local43 = math::dot(Local42, float3(0.0001));
198
+ float Local44 = math::abs(Local43);
199
+ float3 Local45 = (Local44 * ::vertex_normal_world_space(true));
200
+ float Local46 = (0.0 - 0.0);
201
+ float Local47 = (0.0 + 1.0);
202
+ float3 Local48 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * float3(WindNoiseResizing.x,WindNoiseResizing.y,WindNoiseResizing.z));
203
+ float3 Local49 = (state::animation_time() * float3(WindNoiseResizing.x,WindNoiseResizing.y,WindNoiseResizing.z));
204
+ float3 Local50 = (Local48 + Local49);
205
+ float Local51 = ::noise(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), texture_3d(), Local50,0.5,1.0,0.0,0.0,1.0,0.0,1.0,2.0,0.0,0.0,512.0);
206
+ float Local52 = (Local51 - 1.0);
207
+ float4 Local53 = tex::lookup_float4(RoughnessA,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat);
208
+ float Local54 = (Local53.y + 0.8);
209
+ float Local55 = (Min__space__water * Local54);
210
+ float Local56 = math::lerp(Local55,Max__space__water,Local28);
211
+ float Local57 = (1.0 - Local56);
212
+ float Local58 = (Local57 + -0.5);
213
+ float Local59 = (Local58 * 2.0);
214
+ float Local60 = (Local52 + Local59);
215
+ float Local61 = math::min(math::max(Local60,0.0),1.0);
216
+ float Local62 = math::lerp(Local46,Local47,Local61);
217
+ float Local63 = math::min(math::max(Local62,0.0),1.0);
218
+ float Local64 = math::lerp(0.0,1.0,Local63);
219
+ float Local65 = (Local64 + 0.0001);
220
+ float Local66 = (Local65 - Local64);
221
+ float3 Local67 = (Local66 * Local42);
222
+ float3 Local68 = math::cross(::vertex_normal_world_space(true),float3(0.0001));
223
+ float3 Local69 = (Local66 * Local68);
224
+ float3 Local70 = (Local67 + Local69);
225
+ float Local71 = ((math::abs(Local43 - 0.0) > 0.0) ? (Local43 >= 0.0 ? 1.0 : -1.0) : 0.0);
226
+ float3 Local72 = (Local70 * Local71);
227
+ float3 Local73 = (Local45 - Local72);
228
+ float Local74 = math::dot(Local73, Local73);
229
+ float Local75 = math::sqrt(Local74);
230
+ float3 Local76 = (Local73 / Local75);
231
+ float3 Local77 = math::lerp(Local76,float3(0.0,0.0,1.0),Local56);
232
+ float Local78 = (WindIntensity / 6.0);
233
+ float3 Local79 = math::lerp(Local41,Local77,Local78);
234
+
235
+ float3 Normal_mdl = Local79;
236
+
237
+ float4 Local80 = tex::lookup_float4(basecolorA,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat);
238
+ float Local81 = (0.0 - Humidity__space__contrast);
239
+ float Local82 = (Humidity__space__contrast + 1.0);
240
+ float Local83 = (Wetness / 125.0);
241
+ float Local84 = (1.0 - Local83);
242
+ float Local85 = ((Local23 >= Local84) ? Local84 : Local23);
243
+ float Local86 = (Local85 * 2.0);
244
+ float Local87 = (Local22 + Local86);
245
+ float Local88 = math::min(math::max(Local87,0.0),1.0);
246
+ float Local89 = math::lerp(Local81,Local82,Local88);
247
+ float Local90 = math::min(math::max(Local89,0.0),1.0);
248
+ float Local91 = math::lerp(Min__space__water,Max__space__water,Local90);
249
+ float Local92 = math::lerp(Humidity__space__darkness,1.0,Local91);
250
+ float3 Local93 = (float3(Local80.x,Local80.y,Local80.z) * Local92);
251
+ float3 Local94 = (Local93 * float3(MurkCcolor.x,MurkCcolor.y,MurkCcolor.z));
252
+ float Local95 = (Local23 + puddleMurkness);
253
+ float Local96 = (Local95 * 2.0);
254
+ float Local97 = (Local22 + Local96);
255
+ float Local98 = math::min(math::max(Local97,0.0),1.0);
256
+ float Local99 = math::lerp(Local18,Local19,Local98);
257
+ float Local100 = math::min(math::max(Local99,0.0),1.0);
258
+ float3 Local101 = math::lerp(Local94,Local93,Local100);
259
+ float4 Local102 = tex::lookup_float4(BasecolorB,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat);
260
+ float Local103 = (Local80.w + Local102.w);
261
+
262
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
263
+ float OpacityMask_mdl = (Local103 - 0.3333) < 0.0f ? 0.0f : 1.0f;
264
+ float3 BaseColor_mdl = Local101;
265
+ float Metallic_mdl = 0.0;
266
+ float Specular_mdl = 0.5;
267
+ float Roughness_mdl = Local56;
268
+
269
+ } in
270
+ ::OmniUe4Base(
271
+ base_color: BaseColor_mdl,
272
+ metallic: Metallic_mdl,
273
+ roughness: Roughness_mdl,
274
+ specular: Specular_mdl,
275
+ normal: Normal_mdl,
276
+ opacity: OpacityMask_mdl,
277
+ emissive_color: EmissiveColor_mdl,
278
+ two_sided: false);
exported_maps/town01_official/Materials/MI_WetSidewalk_4.mdl ADDED
@@ -0,0 +1,331 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ import ::scene::*;
8
+ using .::OmniUe4Function import *;
9
+ using .::OmniUe4Base import *;
10
+
11
+ export annotation sampler_color();
12
+ export annotation sampler_normal();
13
+ export annotation sampler_grayscale();
14
+ export annotation sampler_alpha();
15
+ export annotation sampler_masks();
16
+ export annotation sampler_distancefield();
17
+ export annotation dither_masked_off();
18
+ export annotation world_space_normal();
19
+
20
+ export material MI_WetSidewalk_4(
21
+ float Raindrops__space__UV__space__Scale = 0.005
22
+ [[
23
+ anno::display_name("Raindrops UV Scale"),
24
+ anno::ui_order(32),
25
+ anno::in_group("Ripples")
26
+ ]],
27
+ float Ripples = 0.0
28
+ [[
29
+ anno::display_name("Ripples")
30
+ ]],
31
+ float Uv__space__Size = 0.003
32
+ [[
33
+ anno::display_name("Uv Size"),
34
+ anno::ui_order(32),
35
+ anno::in_group("Texture")
36
+ ]],
37
+ float PuddleOffset = 0.5
38
+ [[
39
+ anno::display_name("PuddleOffset"),
40
+ anno::ui_order(32)
41
+ ]],
42
+ float Water__space__level__space__contrast = 0.220183
43
+ [[
44
+ anno::display_name("Water level contrast"),
45
+ anno::ui_order(32),
46
+ anno::in_group("Water"),
47
+ anno::soft_range(0.0, 1.0)
48
+ ]],
49
+ float NoiseZOffset = 0.0
50
+ [[
51
+ anno::display_name("NoiseZOffset"),
52
+ anno::ui_order(32)
53
+ ]],
54
+ float Puddles = 0.0
55
+ [[
56
+ anno::display_name("Puddles")
57
+ ]],
58
+ uniform texture_2d NormalA = texture_2d("./Textures/Asphalt_1_n.png",::tex::gamma_linear)
59
+ [[
60
+ anno::display_name("NormalA"),
61
+ anno::ui_order(32),
62
+ sampler_normal()
63
+ ]],
64
+ uniform texture_2d NormalB = texture_2d("./Textures/Asphalt_3_n.png",::tex::gamma_linear)
65
+ [[
66
+ anno::display_name("NormalB"),
67
+ anno::ui_order(32),
68
+ sampler_normal()
69
+ ]],
70
+ float Normal__space__Strenght = 0.1
71
+ [[
72
+ anno::display_name("Normal Strenght"),
73
+ anno::ui_order(32),
74
+ anno::in_group("Texture")
75
+ ]],
76
+ float Min__space__water = 1.0
77
+ [[
78
+ anno::display_name("Min water"),
79
+ anno::ui_order(32),
80
+ anno::in_group("Other"),
81
+ anno::soft_range(0.0, 1.0)
82
+ ]],
83
+ float Max__space__water = 1.0
84
+ [[
85
+ anno::display_name("Max water"),
86
+ anno::ui_order(32),
87
+ anno::in_group("Other"),
88
+ anno::soft_range(0.0, 1.0)
89
+ ]],
90
+ float Puddle = 1.0
91
+ [[
92
+ anno::display_name("Puddle"),
93
+ anno::ui_order(32),
94
+ anno::in_group("Water"),
95
+ anno::soft_range(0.0, 1.0)
96
+ ]],
97
+ float4 WindNoiseResizing = float4(0.875,0.875,0.875,0.0)
98
+ [[
99
+ anno::display_name("WindNoiseResizing")
100
+ ]],
101
+ uniform texture_2d RoughnessA = texture_2d("./Textures/Asphalt_1_orm.png",::tex::gamma_srgb)
102
+ [[
103
+ anno::display_name("RoughnessA"),
104
+ anno::ui_order(32),
105
+ sampler_color()
106
+ ]],
107
+ uniform texture_2d RoughnessB = texture_2d("./Textures/Asphalt_1_orm.png",::tex::gamma_srgb)
108
+ [[
109
+ anno::display_name("RoughnessB"),
110
+ anno::ui_order(32),
111
+ sampler_color()
112
+ ]],
113
+ float WindIntensity = 0.0
114
+ [[
115
+ anno::display_name("WindIntensity")
116
+ ]],
117
+ float Contrast = -0.1
118
+ [[
119
+ anno::display_name("Contrast"),
120
+ anno::ui_order(32),
121
+ anno::in_group("Texture")
122
+ ]],
123
+ uniform texture_2d basecolorA = texture_2d("./Textures/Asphalt_1_d.png",::tex::gamma_srgb)
124
+ [[
125
+ anno::display_name("basecolorA"),
126
+ anno::ui_order(32),
127
+ sampler_color()
128
+ ]],
129
+ uniform texture_2d BasecolorB = texture_2d("./Textures/Asphalt_3_d.png",::tex::gamma_srgb)
130
+ [[
131
+ anno::display_name("BasecolorB"),
132
+ anno::ui_order(32),
133
+ sampler_color()
134
+ ]],
135
+ float Saturation = 0.5
136
+ [[
137
+ anno::display_name("Saturation"),
138
+ anno::ui_order(32),
139
+ anno::in_group("Texture")
140
+ ]],
141
+ float4 Param = float4(0.68,0.68,0.68,1.0)
142
+ [[
143
+ anno::display_name("Param"),
144
+ anno::ui_order(32)
145
+ ]],
146
+ float Humidity__space__darkness = 0.366972
147
+ [[
148
+ anno::display_name("Humidity darkness"),
149
+ anno::ui_order(32),
150
+ anno::in_group("Humidity"),
151
+ anno::soft_range(0.0, 1.0)
152
+ ]],
153
+ float Humidity__space__contrast = 0.0
154
+ [[
155
+ anno::display_name("Humidity contrast"),
156
+ anno::ui_order(32),
157
+ anno::in_group("Humidity"),
158
+ anno::soft_range(0.0, 1.0)
159
+ ]],
160
+ float Wetness = 0.0
161
+ [[
162
+ anno::display_name("Wetness")
163
+ ]],
164
+ float4 MurkCcolor = float4(0.13,0.112205,0.10725,1.0)
165
+ [[
166
+ anno::display_name("MurkCcolor"),
167
+ anno::ui_order(32),
168
+ anno::in_group("Murk")
169
+ ]],
170
+ float puddleMurkness = 0.2
171
+ [[
172
+ anno::display_name("puddleMurkness"),
173
+ anno::ui_order(32),
174
+ anno::in_group("Murk")
175
+ ]])
176
+ [[
177
+ dither_masked_off()
178
+ ]]
179
+ =
180
+ let {
181
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
182
+
183
+ float3 Local0 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * Raindrops__space__UV__space__Scale);
184
+ float3 Local1 = math::frac(Local0);
185
+ float2 Local2 = (float2(Local1.x,Local1.y) / float2(7.0,7.0));
186
+ float Local3 = (7.0 * 7.0);
187
+ float Local4 = math::frac(state::animation_time());
188
+ float2 Local5 = (float2(Local3,7.0) * float2(Local4,Local4));
189
+ float2 Local6 = math::floor(Local5);
190
+ float2 Local7 = (Local6 / float2(7.0,7.0));
191
+ float2 Local8 = (Local2 + Local7);
192
+ float4 Local9 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_ripples_sheet_HD_n.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat));
193
+ float Local10 = (1.0 - Ripples);
194
+ float3 Local11 = math::lerp(float3(Local9.x,Local9.y,Local9.z),float3(0.0,0.0,1.0),Local10);
195
+ float2 Local12 = (float2(Uv__space__Size,Uv__space__Size) * float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y));
196
+ float3 Local13 = ::transform_vector_from_world_to_tangent(float3(::camera_vector(true).x,::camera_vector(true).y,::camera_vector(true).z), true);
197
+ float Local14 = (0.05 * PuddleOffset);
198
+ float Local15 = (Local14 + -0.025);
199
+ float2 Local16 = (float2(Local13.x,Local13.y) * Local15);
200
+ float2 Local17 = (Local16 + Local12);
201
+ float Local18 = (0.0 - Water__space__level__space__contrast);
202
+ float Local19 = (Water__space__level__space__contrast + 1.0);
203
+ float Local20 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).z + NoiseZOffset);
204
+ float Local21 = ::noise(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), texture_3d(), float3(Local20,float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y).x,float2((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).x,(::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0).y).y),0.001,1.0,0.0,0.0,6.0,0.0,1.0,2.0,0.0,0.0,512.0);
205
+ float Local22 = (Local21 - 1.0);
206
+ float Local23 = (1.0 - Puddles);
207
+ float Local24 = (Local23 * 2.0);
208
+ float Local25 = (Local22 + Local24);
209
+ float Local26 = math::min(math::max(Local25,0.0),1.0);
210
+ float Local27 = math::lerp(Local18,Local19,Local26);
211
+ float Local28 = math::min(math::max(Local27,0.0),1.0);
212
+ float Local29 = (1.0 - Local28);
213
+ float2 Local30 = math::lerp(Local12,Local17,Local29);
214
+ float4 Local31 = ::unpack_normal_map(tex::lookup_float4(NormalA,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat));
215
+ float4 Local32 = ::unpack_normal_map(tex::lookup_float4(NormalB,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat));
216
+ float Local33 = ::noise(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), texture_3d(), (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0),0.0013,1.0,0.0,0.0,1.0,0.2,1.0,2.0,0.0,0.0,512.0);
217
+ float3 Local34 = math::lerp(float3(Local31.x,Local31.y,Local31.z),float3(Local32.x,Local32.y,Local32.z),Local33);
218
+ float3 Local35 = math::lerp(Local34,float3(0.0,0.0,1.0),Normal__space__Strenght);
219
+ float Local36 = (1.0 - Puddle);
220
+ float Local37 = (Local23 + Local36);
221
+ float Local38 = (Local37 * 2.0);
222
+ float Local39 = (Local22 + Local38);
223
+ float Local40 = math::min(math::max(Local39,0.0),1.0);
224
+ float Local41 = math::lerp(Local18,Local19,Local40);
225
+ float Local42 = math::min(math::max(Local41,0.0),1.0);
226
+ float Local43 = math::lerp(Min__space__water,Max__space__water,Local42);
227
+ float3 Local44 = math::lerp(Local11,Local35,Local43);
228
+ float3 Local45 = math::cross(float3(0.0001),::vertex_normal_world_space(true));
229
+ float Local46 = math::dot(Local45, float3(0.0001));
230
+ float Local47 = math::abs(Local46);
231
+ float3 Local48 = (Local47 * ::vertex_normal_world_space(true));
232
+ float Local49 = (0.0 - 0.0);
233
+ float Local50 = (0.0 + 1.0);
234
+ float3 Local51 = ((::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0) * float3(WindNoiseResizing.x,WindNoiseResizing.y,WindNoiseResizing.z));
235
+ float3 Local52 = (state::animation_time() * float3(WindNoiseResizing.x,WindNoiseResizing.y,WindNoiseResizing.z));
236
+ float3 Local53 = (Local51 + Local52);
237
+ float Local54 = ::noise(texture_2d("./Textures/PerlinNoiseGradientTexture.png",tex::gamma_linear), texture_3d(), Local53,0.5,1.0,0.0,0.0,1.0,0.0,1.0,2.0,0.0,0.0,512.0);
238
+ float Local55 = (Local54 - 1.0);
239
+ float4 Local56 = tex::lookup_float4(RoughnessA,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat);
240
+ float4 Local57 = tex::lookup_float4(RoughnessB,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat);
241
+ float Local58 = math::lerp(Local56.y,Local57.y,Local33);
242
+ float Local59 = (Local58 + 0.8);
243
+ float Local60 = (Min__space__water * Local59);
244
+ float Local61 = math::lerp(Local60,Max__space__water,Local28);
245
+ float Local62 = (1.0 - Local61);
246
+ float Local63 = (Local62 + -0.5);
247
+ float Local64 = (Local63 * 2.0);
248
+ float Local65 = (Local55 + Local64);
249
+ float Local66 = math::min(math::max(Local65,0.0),1.0);
250
+ float Local67 = math::lerp(Local49,Local50,Local66);
251
+ float Local68 = math::min(math::max(Local67,0.0),1.0);
252
+ float Local69 = math::lerp(0.0,1.0,Local68);
253
+ float Local70 = (Local69 + 0.0001);
254
+ float Local71 = (Local70 - Local69);
255
+ float3 Local72 = (Local71 * Local45);
256
+ float3 Local73 = math::cross(::vertex_normal_world_space(true),float3(0.0001));
257
+ float3 Local74 = (Local71 * Local73);
258
+ float3 Local75 = (Local72 + Local74);
259
+ float Local76 = ((math::abs(Local46 - 0.0) > 0.0) ? (Local46 >= 0.0 ? 1.0 : -1.0) : 0.0);
260
+ float3 Local77 = (Local75 * Local76);
261
+ float3 Local78 = (Local48 - Local77);
262
+ float Local79 = math::dot(Local78, Local78);
263
+ float Local80 = math::sqrt(Local79);
264
+ float3 Local81 = (Local78 / Local80);
265
+ float3 Local82 = math::lerp(Local81,float3(0.0,0.0,1.0),Local61);
266
+ float Local83 = (WindIntensity / 6.0);
267
+ float3 Local84 = math::lerp(Local44,Local82,Local83);
268
+
269
+ float3 Normal_mdl = Local84;
270
+
271
+ float Local85 = (0.0 - Contrast);
272
+ float Local86 = (Contrast + 1.0);
273
+ float4 Local87 = tex::lookup_float4(basecolorA,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat);
274
+ float3 Local88 = (float3(Local87.x,Local87.y,Local87.z) * 1.5);
275
+ float4 Local89 = tex::lookup_float4(BasecolorB,float2(Local30.x,1.0-Local30.y),tex::wrap_repeat,tex::wrap_repeat);
276
+ float3 Local90 = (float3(Local89.x,Local89.y,Local89.z) * 1.5);
277
+ float3 Local91 = math::lerp(Local88,Local90,Local33);
278
+ float Local92 = math::dot(Local91, float3(0.3,0.59,0.11));
279
+ float3 Local93 = math::lerp(Local91,float3(Local92,Local92,Local92),Saturation);
280
+ float Local94 = math::lerp(Local85,Local86,Local93.x);
281
+ float Local95 = math::min(math::max(Local94,0.0),1.0);
282
+ float Local96 = (1.0 - Local95);
283
+ float Local97 = (Local96 * 2.0);
284
+ float3 Local98 = (1.0 - float3(Param.x,Param.y,Param.z));
285
+ float3 Local99 = (Local97 * Local98);
286
+ float3 Local100 = (1.0 - Local99);
287
+ float Local101 = (Local95 * 2.0);
288
+ float3 Local102 = (Local101 * float3(Param.x,Param.y,Param.z));
289
+ float Local103 = ((Local95 >= 0.5) ? Local100.x : Local102.x);
290
+ float Local104 = ((Local95 >= 0.5) ? Local100.y : Local102.y);
291
+ float Local105 = ((Local95 >= 0.5) ? Local100.z : Local102.z);
292
+ float Local106 = (0.0 - Humidity__space__contrast);
293
+ float Local107 = (Humidity__space__contrast + 1.0);
294
+ float Local108 = (Wetness / 125.0);
295
+ float Local109 = (1.0 - Local108);
296
+ float Local110 = ((Local23 >= Local109) ? Local109 : Local23);
297
+ float Local111 = (Local110 * 2.0);
298
+ float Local112 = (Local22 + Local111);
299
+ float Local113 = math::min(math::max(Local112,0.0),1.0);
300
+ float Local114 = math::lerp(Local106,Local107,Local113);
301
+ float Local115 = math::min(math::max(Local114,0.0),1.0);
302
+ float Local116 = math::lerp(Min__space__water,Max__space__water,Local115);
303
+ float Local117 = math::lerp(Humidity__space__darkness,1.0,Local116);
304
+ float3 Local118 = (float3(float2(Local103,Local104).x,float2(Local103,Local104).y,Local105) * Local117);
305
+ float3 Local119 = (Local118 * float3(MurkCcolor.x,MurkCcolor.y,MurkCcolor.z));
306
+ float Local120 = (Local23 + puddleMurkness);
307
+ float Local121 = (Local120 * 2.0);
308
+ float Local122 = (Local22 + Local121);
309
+ float Local123 = math::min(math::max(Local122,0.0),1.0);
310
+ float Local124 = math::lerp(Local18,Local19,Local123);
311
+ float Local125 = math::min(math::max(Local124,0.0),1.0);
312
+ float3 Local126 = math::lerp(Local119,Local118,Local125);
313
+ float Local127 = (Local87.w + Local89.w);
314
+
315
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
316
+ float OpacityMask_mdl = (Local127 - 0.3333) < 0.0f ? 0.0f : 1.0f;
317
+ float3 BaseColor_mdl = Local126;
318
+ float Metallic_mdl = 0.0;
319
+ float Specular_mdl = 0.5;
320
+ float Roughness_mdl = Local61;
321
+
322
+ } in
323
+ ::OmniUe4Base(
324
+ base_color: BaseColor_mdl,
325
+ metallic: Metallic_mdl,
326
+ roughness: Roughness_mdl,
327
+ specular: Specular_mdl,
328
+ normal: Normal_mdl,
329
+ opacity: OpacityMask_mdl,
330
+ emissive_color: EmissiveColor_mdl,
331
+ two_sided: false);