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 M_ToolsAssets( 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); float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./M_ToolsAssets/T_ToolsAssets_Normal_OpenGL.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat)); float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z); float4 Local1 = tex::lookup_float4(texture_2d("./M_ToolsAssets/T_ToolsAssets_Base_Color.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); float4 Local2 = tex::lookup_float4(texture_2d("./M_ToolsAssets/T_ToolsAssets_Metallic.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); float4 Local3 = tex::lookup_float4(texture_2d("./M_ToolsAssets/T_ToolsAssets_Roughness.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); float OpacityMask_mdl = 1.0; float3 BaseColor_mdl = float3(Local1.x,Local1.y,Local1.z); float Metallic_mdl = float3(Local2.x,Local2.y,Local2.z).x; float Specular_mdl = 0.5; float Roughness_mdl = float3(Local3.x,Local3.y,Local3.z).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);