mdl 1.6; import ::math::*; import ::state::*; import ::tex::*; import ::anno::*; import ::scene::*; using .::OmniUe4Function import *; using .::OmniUe4Base import *; export annotation sampler_color(); export annotation sampler_normal(); export annotation sampler_grayscale(); export annotation sampler_alpha(); export annotation sampler_masks(); export annotation sampler_distancefield(); export annotation dither_masked_off(); export annotation world_space_normal(); export material MI_Scanner( float Tile = 1.0 [[ anno::display_name("Tile"), anno::ui_order(32), anno::in_group("Textures") ]], uniform texture_2d Normal = texture_2d("./MI_Scanner/T_Scanner_N.png",::tex::gamma_linear) [[ anno::display_name("Normal"), anno::ui_order(32), anno::in_group("Textures"), sampler_normal() ]], float NormalIntensity = 1.0 [[ anno::display_name("Normal Intensity"), anno::ui_order(32), anno::in_group("Textures") ]], float4 AlbedoColor = float4(1.0,1.0,1.0,1.0) [[ anno::display_name("Albedo Color"), anno::ui_order(32), anno::in_group("Coloring") ]], uniform texture_2d BaseColor = texture_2d("./MI_Scanner/T_Scanner_BC.png",::tex::gamma_srgb) [[ anno::display_name("Base Color"), anno::ui_order(32), anno::in_group("Textures"), sampler_color() ]], uniform texture_2d RMAM = texture_2d("./MI_Scanner/T_Scanner_RMA.png",::tex::gamma_linear) [[ anno::display_name("RMAM"), anno::ui_order(32), anno::in_group("Textures"), sampler_masks() ]], int MaxTexCoordIndex = 3 [[ anno::hidden() ]]) = let { float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); float2 Local0 = (CustomizedUV0_mdl * Tile); float4 Local1 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat)); float Local2 = (1.0 - NormalIntensity); float3 Local3 = math::lerp(float3(Local1.x,Local1.y,Local1.z),float3(0.0,0.0,1.0),Local2); float3 Normal_mdl = Local3; float4 Local4 = tex::lookup_float4(BaseColor,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local5 = (float3(AlbedoColor.x,AlbedoColor.y,AlbedoColor.z) * float3(Local4.x,Local4.y,Local4.z)); float4 Local6 = tex::lookup_float4(RMAM,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); float OpacityMask_mdl = 1.0; float3 BaseColor_mdl = Local5; float Metallic_mdl = Local6.y; float Specular_mdl = 0.5; float Roughness_mdl = Local6.x; float SurfaceThickness_mdl = 0.01; float Displacement_mdl = 0.0; } in ::OmniUe4Base( base_color: BaseColor_mdl, metallic: Metallic_mdl, roughness: Roughness_mdl, specular: Specular_mdl, normal: Normal_mdl, opacity: OpacityMask_mdl, emissive_color: EmissiveColor_mdl, displacement: WorldPositionOffset_mdl, two_sided: false);