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|
|
| //* 1.0.0 - first version |
| //* 1.0.1 - Emissive color affected by opacity |
| // - Support opacity mask |
| //* 1.0.2 - Unlit translucent |
| //* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf |
| //* 1.0.4 - using absolute import paths when importing standard modules |
|
|
| mdl 1.3; |
|
|
| import ::df::*; |
| import ::state::*; |
| import ::math::*; |
| import ::tex::*; |
| import ::anno::*; |
| |
| float emissive_multiplier() |
| [[ |
| anno::description("the multiplier to convert UE4 emissive to raw data"), |
| anno::noinline() |
| ]] |
| { |
| return 20.0f * 128.0f; |
| } |
|
|
| color get_translucent_tint(color base_color, float opacity) |
| [[ |
| anno::description("base color of UE4 translucent"), |
| anno::noinline() |
| ]] |
| { |
| return math::lerp(color(1.0), base_color, opacity); |
| } |
|
|
| // Just for UE4 distilling |
| float get_translucent_opacity(float opacity) |
| [[ |
| anno::noinline() |
| ]] |
| { |
| return opacity; |
| } |
| |
| color get_emissive_intensity(color emissive, float opacity) |
| [[ |
| anno::description("emissive color of UE4 translucent"), |
| anno::noinline() |
| ]] |
| { |
| return emissive * opacity; |
| } |
| |
| float3 tangent_space_normal( |
| float3 normal = float3(0.0,0.0,1.0), |
| float3 tangent_u = state::texture_tangent_u(0), |
| float3 tangent_v = state::texture_tangent_v(0) |
| ) |
| [[ |
| anno::description("Interprets the vector in tangent space"), |
| anno::noinline() |
| ]] |
| { |
| return math::normalize( |
| tangent_u * normal.x - |
| tangent_v * normal.y + /* flip_tangent_v */ |
| state::normal() * (normal.z)); |
| } |
| |
| float3 world_space_normal( |
| float3 normal = float3(0.0,0.0,1.0), |
| float3 tangent_u = state::texture_tangent_u(0), |
| float3 tangent_v = state::texture_tangent_v(0) |
| ) |
| [[ |
| anno::description("Interprets the vector in world space"), |
| anno::noinline() |
| ]] |
| { |
| return tangent_space_normal( |
| math::normalize( |
| normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - |
| normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + |
| normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), |
| tangent_u, |
| tangent_v |
| ); |
| } |
| |
| export material OmniUe4Translucent( |
| float3 base_color = float3(0.0, 0.0, 0.0), |
| float metallic = 0.0, |
| float roughness = 0.5, |
| float specular = 0.5, |
| float3 normal = float3(0.0,0.0,1.0), |
| uniform bool enable_opacity = true, |
| float opacity = 1.0, |
| float opacity_mask = 1.0, |
| float3 emissive_color = float3(0.0, 0.0, 0.0), |
| float3 displacement = float3(0.0), |
| uniform float refraction = 1.0, |
| uniform bool two_sided = false, |
| uniform bool is_tangent_space_normal = true, |
| uniform bool is_unlit = false |
| ) |
| [[ |
| anno::display_name("Omni UE4 Translucent"), |
| anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), |
| anno::version( 1, 0, 0), |
| anno::author("NVIDIA CORPORATION"), |
| anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) |
| ]] |
| = let { |
| color final_base_color = math::saturate(base_color); |
| float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); |
| float final_roughness = math::saturate(roughness); |
| float final_specular = math::saturate(specular); |
| color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ |
| float final_opacity = math::saturate(opacity); |
| float3 final_normal = math::normalize(normal); |
| |
| |
| // - compute final roughness by squaring the "roughness" parameter |
| float alpha = final_roughness * final_roughness; |
| // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering |
| float grazing_refl = math::max((1.0 - final_roughness), 0.0); |
| |
| float3 the_normal = is_unlit ? state::normal() : |
| (is_tangent_space_normal ? |
| tangent_space_normal( |
| normal: final_normal, |
| tangent_u: state::texture_tangent_u(0), |
| tangent_v: state::texture_tangent_v(0) |
| ) : world_space_normal( |
| normal: final_normal, |
| tangent_u: state::texture_tangent_u(0), |
| tangent_v: state::texture_tangent_v(0) |
| )); |
| |
| // for the dielectric component we layer the glossy component on top of the diffuse one, |
| // the glossy layer has no color tint |
| |
| bsdf dielectric_component = df::custom_curve_layer( |
| weight: final_specular, |
| normal_reflectivity: 0.08, |
| grazing_reflectivity: grazing_refl, |
| layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), |
| base: df::diffuse_reflection_bsdf(tint: final_base_color)); |
| |
| // the metallic component doesn't have a diffuse component, it's only glossy |
| // base_color is applied to tint it |
| bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); |
|
|
| // final BSDF is a linear blend between dielectric and metallic component |
| bsdf dielectric_metal_mix = |
| df::normalized_mix( |
| components: |
| df::bsdf_component[]( |
| df::bsdf_component( |
| component: metallic_component, |
| weight: final_metallic), |
| df::bsdf_component( |
| component: dielectric_component, |
| weight: 1.0-final_metallic) |
| ) |
| ); |
| |
| bsdf frosted_bsdf = df::specular_bsdf( |
| tint: color(1), |
| mode: df::scatter_reflect_transmit |
| ); |
| |
| bsdf final_mix_bsdf = |
| is_unlit ? df::specular_bsdf( |
| tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), |
| mode: df::scatter_reflect_transmit |
| ) |
| : df::normalized_mix( |
| components: |
| df::bsdf_component[]( |
| df::bsdf_component( |
| component: dielectric_metal_mix, |
| weight: get_translucent_opacity(final_opacity)), |
| df::bsdf_component( |
| component: frosted_bsdf, |
| weight: 1.0-get_translucent_opacity(final_opacity)) |
| ) |
| ); |
| } |
| in material( |
| thin_walled: two_sided, // Graphene? |
| ior: color(refraction), //refraction |
| surface: material_surface( |
| scattering: final_mix_bsdf, |
| emission: |
| material_emission ( |
| emission: df::diffuse_edf (), |
| intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) |
| ) |
| ), |
| |
| geometry: material_geometry( |
| displacement: displacement, |
| normal: the_normal, |
| cutout_opacity: enable_opacity ? opacity_mask : 1.0 |
| ) |
| ); |
| |