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  1. .gitattributes +0 -0
  2. IsaacSimAssets/Laptop/.collect.mapping.json +59 -0
  3. IsaacSimAssets/Laptop/Materials/MI_Props.mdl +59 -0
  4. IsaacSimAssets/Laptop/Materials/OmniUe4Base.mdl +195 -0
  5. IsaacSimAssets/Laptop/Materials/OmniUe4Function.mdl +1163 -0
  6. IsaacSimAssets/Laptop/Materials/Textures/T_Bookcase_ao_r_m.png +3 -0
  7. IsaacSimAssets/Laptop/Materials/Textures/T_Bookcase_bc.png +3 -0
  8. IsaacSimAssets/Laptop/Materials/Textures/T_Bookcase_n.png +3 -0
  9. IsaacSimAssets/Laptop/Materials/Textures/T_Laptop_ao_r_m.png +3 -0
  10. IsaacSimAssets/Laptop/Materials/Textures/T_Laptop_bc.png +3 -0
  11. IsaacSimAssets/Laptop/Materials/Textures/T_Laptop_n.png +3 -0
  12. IsaacSimAssets/Laptop/SM_Laptop.usd +0 -0
  13. IsaacSimAssets/Microwaves/.thumbs/256x256/microwave.usd.auto.png +3 -0
  14. IsaacSimAssets/Microwaves/.thumbs/256x256/microwave.usd.png +3 -0
  15. IsaacSimAssets/Microwaves/Textures/microwave_AluminiumBase_BaseColor.png +3 -0
  16. IsaacSimAssets/Microwaves/Textures/microwave_AluminiumBase_Metallic.png +3 -0
  17. IsaacSimAssets/Microwaves/Textures/microwave_AluminiumBase_Normal.png +3 -0
  18. IsaacSimAssets/Microwaves/Textures/microwave_AluminiumBase_Roughness.png +3 -0
  19. IsaacSimAssets/Microwaves/Textures/microwave_AluminiumShiny_BaseColor.png +3 -0
  20. IsaacSimAssets/Microwaves/Textures/microwave_AluminiumShiny_Metallic.png +3 -0
  21. IsaacSimAssets/Microwaves/Textures/microwave_AluminiumShiny_Normal.png +3 -0
  22. IsaacSimAssets/Microwaves/Textures/microwave_AluminiumShiny_Roughness.png +3 -0
  23. IsaacSimAssets/Microwaves/Textures/microwave_ControlPanel_BaseColor.png +3 -0
  24. IsaacSimAssets/Microwaves/Textures/microwave_ControlPanel_Emissive.png +3 -0
  25. IsaacSimAssets/Microwaves/Textures/microwave_ControlPanel_Normal.png +3 -0
  26. IsaacSimAssets/Microwaves/Textures/microwave_ControlPanel_Roughness.png +3 -0
  27. IsaacSimAssets/Microwaves/Textures/microwave_GlassDark_Normal.png +3 -0
  28. IsaacSimAssets/Microwaves/Textures/microwave_GlassDark_Roughness.png +3 -0
  29. IsaacSimAssets/Microwaves/Textures/microwave_Interior_BaseColor.png +3 -0
  30. IsaacSimAssets/Microwaves/Textures/microwave_Interior_Metallic.png +3 -0
  31. IsaacSimAssets/Microwaves/Textures/microwave_Interior_Normal.png +3 -0
  32. IsaacSimAssets/Microwaves/Textures/microwave_Interior_Opacity.png +3 -0
  33. IsaacSimAssets/Microwaves/Textures/microwave_Interior_Roughness.png +3 -0
  34. IsaacSimAssets/Microwaves/Textures/microwave_MetalDarkPainted_BaseColor.png +3 -0
  35. IsaacSimAssets/Microwaves/Textures/microwave_MetalDarkPainted_Metallic.png +3 -0
  36. IsaacSimAssets/Microwaves/Textures/microwave_MetalDarkPainted_Normal.png +3 -0
  37. IsaacSimAssets/Microwaves/Textures/microwave_MetalDarkPainted_Roughness.png +3 -0
  38. IsaacSimAssets/Microwaves/Textures/microwave_PlasticDarkHard_BaseColor.png +3 -0
  39. IsaacSimAssets/Microwaves/Textures/microwave_PlasticDarkHard_Normal.png +3 -0
  40. IsaacSimAssets/Microwaves/Textures/microwave_PlasticDarkHard_Roughness.png +3 -0
  41. IsaacSimAssets/Microwaves/Textures/microwave_PlasticDarkSoft_BaseColor.png +3 -0
  42. IsaacSimAssets/Microwaves/Textures/microwave_PlasticDarkSoft_Normal.png +3 -0
  43. IsaacSimAssets/Microwaves/Textures/microwave_PlasticDarkSoft_Roughness.png +3 -0
  44. IsaacSimAssets/Microwaves/Textures/microwave_RadiationPattern.png +3 -0
  45. IsaacSimAssets/Microwaves/Textures/microwave_StainlessSteel_BaseColor.png +3 -0
  46. IsaacSimAssets/Microwaves/Textures/microwave_StainlessSteel_Metallic.png +3 -0
  47. IsaacSimAssets/Microwaves/Textures/microwave_StainlessSteel_Normal.png +3 -0
  48. IsaacSimAssets/Microwaves/Textures/microwave_StainlessSteel_Roughness.png +3 -0
  49. IsaacSimAssets/Microwaves/microwave.usd +3 -0
  50. IsaacSimAssets/Plants/.thumbs/256x256/PlantPot.usd.auto.png +3 -0
.gitattributes CHANGED
The diff for this file is too large to render. See raw diff
 
IsaacSimAssets/Laptop/.collect.mapping.json ADDED
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1
+ {
2
+ "version": "1.0",
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+ "file_records": [
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+ {
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+ "source_url": "http://omniverse-content-production.s3-us-west-2.amazonaws.com/Assets/Isaac/4.2/Isaac/Environments/Office/Materials/Textures/T_Laptop_ao_r_m.png",
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+ "source_hash": "2a5a460fef7718fcf2e92ccff92a38c66238f4ea",
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+ "target_url": "./Materials/Textures/T_Laptop_ao_r_m.png",
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+ "target_hash": "649d3ec51e65d6e92fbb00a262aa820f1f42de96"
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+ },
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+ {
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+ "source_url": "http://omniverse-content-production.s3-us-west-2.amazonaws.com/Assets/Isaac/4.2/Isaac/Environments/Office/Materials/Textures/T_Laptop_bc.png",
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+ "source_hash": "f13dfae6860b1d07e789687250d801eaae37f44a",
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+ "target_url": "./Materials/Textures/T_Laptop_bc.png",
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+ "target_hash": "c24fbb829ad58d66dfcfdb3f50b8bbdaec609712"
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+ },
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+ {
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+ "source_url": "http://omniverse-content-production.s3-us-west-2.amazonaws.com/Assets/Isaac/4.2/Isaac/Environments/Office/Materials/Textures/T_Laptop_n.png",
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+ "source_hash": "5def1bfd64c4d3af2f9ce61f09a4b50fffb28f03",
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+ "target_url": "./Materials/Textures/T_Laptop_n.png",
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+ "target_hash": "e283f6b483609ba18500192292c0cc70a578852f"
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+ },
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+ {
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+ "source_url": "http://omniverse-content-production.s3-us-west-2.amazonaws.com/Assets/Isaac/4.2/Isaac/Environments/Office/Materials/MI_Props.mdl",
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+ "source_hash": "788cab0ee8b9ea42135f09bde420db436d75d69a",
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+ "target_url": "./Materials/MI_Props.mdl",
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+ "target_hash": "ed7659ed77cefd6f4d4d668c9bee8a1a1d2e6a09"
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+ },
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+ {
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+ "source_url": "http://omniverse-content-production.s3-us-west-2.amazonaws.com/Assets/Isaac/4.2/Isaac/Environments/Office/Materials/Textures/T_Bookcase_n.png",
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+ "source_hash": "a1d25f6f2a578202305dc408fa802fdf8bbf181d",
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+ "target_url": "./Materials/Textures/T_Bookcase_n.png",
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+ "target_hash": "6c32132d798e2c087b810c3f37ad4ca56ba7c8ec"
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+ },
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+ {
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+ "source_url": "http://omniverse-content-production.s3-us-west-2.amazonaws.com/Assets/Isaac/4.2/Isaac/Environments/Office/Materials/Textures/T_Bookcase_bc.png",
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+ "source_hash": "ec29ca4c2a65eb14e1c9695cd6796b2a97367187",
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+ "target_url": "./Materials/Textures/T_Bookcase_bc.png",
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+ "target_hash": "2f4e08eec780b1eab5ee633b214093a76c5a3bfd"
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+ },
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+ {
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+ "source_url": "http://omniverse-content-production.s3-us-west-2.amazonaws.com/Assets/Isaac/4.2/Isaac/Environments/Office/Materials/Textures/T_Bookcase_ao_r_m.png",
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+ "source_hash": "6687564056950c141762a238fea98977876d6288",
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+ "target_url": "./Materials/Textures/T_Bookcase_ao_r_m.png",
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+ "target_hash": "56d33d38948dcfbb92e5d9ea69580e5d9329da9f"
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+ },
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+ {
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+ "source_url": "http://omniverse-content-production.s3-us-west-2.amazonaws.com/Assets/Isaac/4.2/Isaac/Environments/Office/Materials/OmniUe4Function.mdl",
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+ "source_hash": "7146858a0a4ed6d7ef74339686222458d12c4daa",
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+ "target_url": "./Materials/OmniUe4Function.mdl",
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+ "target_hash": "a8d1edc742fb88b42d7ea81d7f6e758f87b80236"
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+ },
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+ {
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+ "source_url": "http://omniverse-content-production.s3-us-west-2.amazonaws.com/Assets/Isaac/4.2/Isaac/Environments/Office/Materials/OmniUe4Base.mdl",
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+ "source_hash": "aa8c5ac22fb82ac1d1ca7076c843cec3d2c799b1",
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+ "target_url": "./Materials/OmniUe4Base.mdl",
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+ "target_hash": "2cc17729faf8b9b1620532fdcceef8f20ecdb12d"
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+ }
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+ ]
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+ }
IsaacSimAssets/Laptop/Materials/MI_Props.mdl ADDED
@@ -0,0 +1,59 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.3;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ using OmniUe4Function import *;
8
+ using OmniUe4Base import *;
9
+
10
+ export annotation sampler_color();
11
+ export annotation sampler_normal();
12
+ export annotation sampler_grayscale();
13
+ export annotation sampler_alpha();
14
+ export annotation sampler_masks();
15
+ export annotation sampler_distancefield();
16
+ export annotation dither_masked_off();
17
+ export annotation world_space_normal();
18
+
19
+ export material MI_Props(
20
+ uniform texture_2d Normal = texture_2d("./Textures/T_Bookcase_n.png",::tex::gamma_linear)
21
+ [[sampler_normal()]],
22
+ uniform texture_2d BaseColor = texture_2d("./Textures/T_Bookcase_bc.png",::tex::gamma_srgb)
23
+ [[sampler_color()]],
24
+ float4 Color = float4(1.0,1.0,1.0,1.0),
25
+ uniform texture_2d AO_R_Rough_G_Metallic_B_ = texture_2d("./Textures/T_Bookcase_ao_r_m.png",::tex::gamma_linear)
26
+ [[sampler_color()]],
27
+ float RoughnessMultiplier = 1.0)
28
+ =
29
+ let {
30
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
31
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(0).x,1.0-state::texture_coordinate(0).y);
32
+
33
+ float4 Local0 = ::unpack_normal_map(tex::lookup_float4(Normal,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(BaseColor,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
38
+ float3 Local2 = (float3(Local1.x,Local1.y,Local1.z) * float3(Color.x,Color.y,Color.z));
39
+ float4 Local3 = tex::lookup_float4(AO_R_Rough_G_Metallic_B_,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
40
+ float Local4 = (Local3.y * RoughnessMultiplier);
41
+
42
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
43
+ float OpacityMask_mdl = 1.0;
44
+ float3 BaseColor_mdl = Local2;
45
+ float Metallic_mdl = Local3.z;
46
+ float Specular_mdl = 0.5;
47
+ float Roughness_mdl = Local4;
48
+
49
+ } in
50
+ ::OmniUe4Base(
51
+ base_color: BaseColor_mdl,
52
+ metallic: Metallic_mdl,
53
+ roughness: Roughness_mdl,
54
+ specular: Specular_mdl,
55
+ normal: Normal_mdl,
56
+ opacity: OpacityMask_mdl,
57
+ emissive_color: EmissiveColor_mdl,
58
+ displacement: WorldPositionOffset_mdl,
59
+ two_sided: false);
IsaacSimAssets/Laptop/Materials/OmniUe4Base.mdl ADDED
@@ -0,0 +1,195 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /***************************************************************************************************
2
+ * Copyright 2020 NVIDIA Corporation. All rights reserved.
3
+ *
4
+ * Redistribution and use in source and binary forms, with or without
5
+ * modification, are permitted provided that the following conditions
6
+ * are met:
7
+ * * Redistributions of source code must retain the above copyright
8
+ * notice, this list of conditions and the following disclaimer.
9
+ * * Redistributions in binary form must reproduce the above copyright
10
+ * notice, this list of conditions and the following disclaimer in the
11
+ * documentation and/or other materials provided with the distribution.
12
+ * * Neither the name of NVIDIA CORPORATION nor the names of its
13
+ * contributors may be used to endorse or promote products derived
14
+ * from this software without specific prior written permission.
15
+ *
16
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
17
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
19
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
20
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
21
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
22
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
23
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
24
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
26
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27
+ **************************************************************************************************/
28
+
29
+ //* 1.0.0 - first version
30
+ //* 1.0.1 - merge unlit template
31
+ //* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side
32
+ //* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed
33
+ //* 1.0.4 - using absolute import paths when importing standard modules
34
+
35
+ mdl 1.3;
36
+
37
+ import ::df::*;
38
+ import ::state::*;
39
+ import ::math::*;
40
+ import ::tex::*;
41
+ import ::anno::*;
42
+
43
+ float emissive_multiplier()
44
+ [[
45
+ anno::description("the multiplier to convert UE4 emissive to raw data"),
46
+ anno::noinline()
47
+ ]]
48
+ {
49
+ return 20.0f * 128.0f;
50
+ }
51
+
52
+ float3 tangent_space_normal(
53
+ float3 normal = float3(0.0,0.0,1.0),
54
+ float3 tangent_u = state::texture_tangent_u(0),
55
+ float3 tangent_v = state::texture_tangent_v(0)
56
+ )
57
+ [[
58
+ anno::description("Interprets the vector in tangent space"),
59
+ anno::noinline()
60
+ ]]
61
+ {
62
+ return math::normalize(
63
+ tangent_u * normal.x - /* flip_tangent_v */
64
+ tangent_v * normal.y +
65
+ state::normal() * (normal.z));
66
+ }
67
+
68
+ export material OmniUe4Base(
69
+ float3 base_color = float3(0.0, 0.0, 0.0),
70
+ float metallic = 0.0,
71
+ float roughness = 0.5,
72
+ float specular = 0.5,
73
+ float3 normal = float3(0.0,0.0,1.0),
74
+ float clearcoat_weight = 0.0,
75
+ float clearcoat_roughness = 0.0,
76
+ float3 clearcoat_normal = float3(0.0,0.0,1.0),
77
+ uniform bool enable_opacity = true,
78
+ float opacity = 1.0,
79
+ float3 emissive_color = float3(0.0, 0.0, 0.0),
80
+ float3 displacement = float3(0.0),
81
+ uniform bool is_tangent_space_normal = true,
82
+ uniform bool two_sided = false,
83
+ uniform bool is_unlit = false
84
+ )
85
+ [[
86
+ anno::display_name("Omni UE4 Base"),
87
+ anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"),
88
+ anno::version( 1, 0, 0),
89
+ anno::author("NVIDIA CORPORATION"),
90
+ anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic"))
91
+ ]]
92
+ = let {
93
+ color final_base_color = math::saturate(base_color);
94
+ float final_metallic = math::saturate(metallic);
95
+ float final_roughness = math::saturate(roughness);
96
+ float final_specular = math::saturate(specular);
97
+ color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/
98
+ float final_clearcoat_weight = math::saturate(clearcoat_weight);
99
+ float final_clearcoat_roughness = math::saturate(clearcoat_roughness);
100
+ float3 final_normal = math::normalize(normal);
101
+ float3 final_clearcoat_normal = math::normalize(clearcoat_normal);
102
+
103
+ // - compute final roughness by squaring the "roughness" parameter
104
+ float alpha = final_roughness * final_roughness;
105
+ // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering
106
+ float grazing_refl = math::max((1.0 - final_roughness), 0.0);
107
+
108
+ float3 the_normal = is_unlit ? state::normal() :
109
+ (is_tangent_space_normal ? tangent_space_normal(
110
+ normal: final_normal,
111
+ tangent_u: state::texture_tangent_u(0),
112
+ tangent_v: state::texture_tangent_v(0)
113
+ ) : final_normal);
114
+
115
+ // for the dielectric component we layer the glossy component on top of the diffuse one,
116
+ // the glossy layer has no color tint
117
+
118
+ bsdf dielectric_component = df::custom_curve_layer(
119
+ weight: final_specular,
120
+ normal_reflectivity: 0.08,
121
+ grazing_reflectivity: grazing_refl,
122
+ layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha),
123
+ base: df::diffuse_reflection_bsdf(tint: final_base_color),
124
+ normal: the_normal);
125
+
126
+ // the metallic component doesn't have a diffuse component, it's only glossy
127
+ // base_color is applied to tint it
128
+ bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha);
129
+
130
+ // final BSDF is a linear blend between dielectric and metallic component
131
+ bsdf dielectric_metal_mix =
132
+ df::normalized_mix(
133
+ components:
134
+ df::bsdf_component[](
135
+ df::bsdf_component(
136
+ component: metallic_component,
137
+ weight: final_metallic),
138
+ df::bsdf_component(
139
+ component: dielectric_component,
140
+ weight: 1.0-final_metallic)
141
+ )
142
+ );
143
+
144
+ // clearcoat layer
145
+ float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0);
146
+ float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness;
147
+
148
+ float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal(
149
+ normal: final_clearcoat_normal,
150
+ tangent_u: state::texture_tangent_u(0),
151
+ tangent_v: state::texture_tangent_v(0)
152
+ ) : final_clearcoat_normal;
153
+
154
+
155
+ bsdf clearcoat =
156
+ df::custom_curve_layer(
157
+ base: df::weighted_layer(
158
+ layer: dielectric_metal_mix,
159
+ weight: 1.0,
160
+ normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal
161
+ ),
162
+ layer: df::microfacet_ggx_smith_bsdf(
163
+ roughness_u: clearcoat_alpha,
164
+ tint: color(1.0)
165
+ ),
166
+ normal_reflectivity: 0.04,
167
+ grazing_reflectivity: clearcoat_grazing_refl,
168
+ normal: the_clearcoat_normal,
169
+ weight: final_clearcoat_weight
170
+ );
171
+ bsdf surface = is_unlit ? bsdf() : clearcoat;
172
+ }
173
+ in material(
174
+ thin_walled: two_sided, // Graphene?
175
+ surface: material_surface(
176
+ scattering: surface,
177
+ emission:
178
+ material_emission (
179
+ emission: df::diffuse_edf (),
180
+ intensity: final_emissive_color
181
+ )
182
+ ),
183
+ backface: material_surface(
184
+ emission:
185
+ material_emission (
186
+ emission: df::diffuse_edf (),
187
+ intensity: final_emissive_color
188
+ )
189
+ ),
190
+ geometry: material_geometry(
191
+ displacement: displacement,
192
+ normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(),
193
+ cutout_opacity: enable_opacity ? opacity : 1.0
194
+ )
195
+ );
IsaacSimAssets/Laptop/Materials/OmniUe4Function.mdl ADDED
@@ -0,0 +1,1163 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /***************************************************************************************************
2
+ * Copyright 2020 NVIDIA Corporation. All rights reserved.
3
+ *
4
+ * Redistribution and use in source and binary forms, with or without
5
+ * modification, are permitted provided that the following conditions
6
+ * are met:
7
+ * * Redistributions of source code must retain the above copyright
8
+ * notice, this list of conditions and the following disclaimer.
9
+ * * Redistributions in binary form must reproduce the above copyright
10
+ * notice, this list of conditions and the following disclaimer in the
11
+ * documentation and/or other materials provided with the distribution.
12
+ * * Neither the name of NVIDIA CORPORATION nor the names of its
13
+ * contributors may be used to endorse or promote products derived
14
+ * from this software without specific prior written permission.
15
+ *
16
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
17
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
19
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
20
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
21
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
22
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
23
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
24
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
26
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27
+ **************************************************************************************************/
28
+
29
+ //* 1.0.1 - using absolute import paths when importing standard modules
30
+
31
+ mdl 1.3;
32
+
33
+ import ::df::*;
34
+ import ::state::*;
35
+ import ::math::*;
36
+ import ::tex::*;
37
+ import ::anno::*;
38
+
39
+
40
+ export float3x3 matrix_inverse(float3x3 matrix)
41
+ [[
42
+ anno::description("Inverse the 3x3 matrix"),
43
+ anno::noinline()
44
+ ]]
45
+ {
46
+ float determinant = (matrix[0][0] * matrix[1][1] * matrix[2][2] + matrix[1][0] * matrix[2][1] * matrix[0][2] + matrix[2][0] * matrix[0][1] * matrix[1][2]) - (matrix[0][2] * matrix[1][1] * matrix[2][0] + matrix[1][2] * matrix[2][1] * matrix[0][0] + matrix[2][2] * matrix[0][1] * matrix[1][0]);
47
+ float rdet = 1.0f / determinant;
48
+
49
+ float3x3 result;
50
+
51
+ result[0][0] = rdet * (matrix[1][1] * matrix[2][2] - matrix[1][2] * matrix[2][1]);
52
+ result[0][1] = -rdet * (matrix[0][1] * matrix[2][2] - matrix[0][2] * matrix[2][1]);
53
+ result[0][2] = rdet * (matrix[0][1] * matrix[1][2] - matrix[0][2] * matrix[1][1]);
54
+
55
+ result[1][0] = -rdet * (matrix[1][0] * matrix[2][2] - matrix[1][2] * matrix[2][0]);
56
+ result[1][1] = rdet * (matrix[0][0] * matrix[2][2] - matrix[0][2] * matrix[2][0]);
57
+ result[1][2] = -rdet * (matrix[0][0] * matrix[1][2] - matrix[0][2] * matrix[1][0]);
58
+
59
+ result[2][0] = rdet * (matrix[1][0] * matrix[2][1] - matrix[1][1] * matrix[2][0]);
60
+ result[2][1] = -rdet * (matrix[0][0] * matrix[2][1] - matrix[0][1] * matrix[2][0]);
61
+ result[2][2] = rdet * (matrix[0][0] * matrix[1][1] - matrix[0][1] * matrix[1][0]);
62
+
63
+ return result;
64
+ }
65
+
66
+ export float3 transform_vector_from_tangent_to_world(float3 vector)
67
+ [[
68
+ anno::description("Transform vector from tangent space to world space"),
69
+ anno::noinline()
70
+ ]]
71
+ {
72
+ /* flip_tangent_v */
73
+ float3x3 tangent_to_world = float3x3(state::texture_tangent_u(0), -state::texture_tangent_v(0), state::normal());
74
+ return tangent_to_world * vector;
75
+ }
76
+
77
+ export float3 transform_vector_from_world_to_tangent(float3 vector)
78
+ [[
79
+ anno::description("Transform vector from world space to tangent space"),
80
+ anno::noinline()
81
+ ]]
82
+ {
83
+ /* flip_tangent_v */
84
+ float3x3 tangent_to_world = float3x3(state::texture_tangent_u(0), -state::texture_tangent_v(0), state::normal());
85
+
86
+ // inverse tangent to world matrix
87
+ float3x3 world_to_tangent = matrix_inverse(tangent_to_world);
88
+
89
+ return world_to_tangent * vector;
90
+ }
91
+
92
+ export float4 unpack_normal_map(
93
+ float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)
94
+ )
95
+ [[
96
+ anno::description("Unpack a normal stored in a normal map"),
97
+ anno::noinline()
98
+ ]]
99
+ {
100
+ float2 normal_xy = float2(texture_sample.x, texture_sample.y);
101
+
102
+ normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0);
103
+ float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) );
104
+ return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 );
105
+ }
106
+
107
+ // for get color value from normal.
108
+ export float4 pack_normal_map(
109
+ float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)
110
+ )
111
+ [[
112
+ anno::description("Pack to color from a normal")
113
+ ]]
114
+ {
115
+ float2 return_xy = float2(texture_sample.x, texture_sample.y);
116
+
117
+ return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0);
118
+
119
+ return float4( return_xy.x, return_xy.y, 0.0, 1.0 );
120
+ }
121
+
122
+ export float4 greyscale_texture_lookup(
123
+ float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0)
124
+ )
125
+ [[
126
+ anno::description("Sampling a greyscale texture"),
127
+ anno::noinline()
128
+ ]]
129
+ {
130
+ return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x);
131
+ }
132
+
133
+ export float3 pixel_normal_world_space()
134
+ [[
135
+ anno::description("Pixel normal in world space"),
136
+ anno::noinline()
137
+ ]]
138
+ {
139
+ return state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal());
140
+ }
141
+
142
+ export float3 vertex_normal_world_space()
143
+ [[
144
+ anno::description("Vertex normal in world space"),
145
+ anno::noinline()
146
+ ]]
147
+ {
148
+ return state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal());
149
+ }
150
+
151
+ export float3 landscape_normal_world_space()
152
+ [[
153
+ anno::description("Landscape normal in world space")
154
+ ]]
155
+ {
156
+ float3 normalFromNormalmap = math::floor((::vertex_normal_world_space() * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0;
157
+
158
+ float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y);
159
+ return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY))));
160
+ }
161
+
162
+ // Different implementation specific between mdl and hlsl for smoothstep
163
+ export float smoothstep(float a, float b, float l)
164
+ {
165
+ if (a < b)
166
+ {
167
+ return math::smoothstep(a, b, l);
168
+ }
169
+ else if (a > b)
170
+ {
171
+ return 1.0 - math::smoothstep(b, a, l);
172
+ }
173
+ else
174
+ {
175
+ return l <= a ? 0.0 : 1.0;
176
+ }
177
+ }
178
+
179
+ export float2 smoothstep(float2 a, float2 b, float2 l)
180
+ {
181
+ return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y));
182
+ }
183
+
184
+ export float3 smoothstep(float3 a, float3 b, float3 l)
185
+ {
186
+ return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z));
187
+ }
188
+
189
+ export float4 smoothstep(float4 a, float4 b, float4 l)
190
+ {
191
+ return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w));
192
+ }
193
+
194
+ export float2 smoothstep(float2 a, float2 b, float l)
195
+ {
196
+ return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l));
197
+ }
198
+
199
+ export float3 smoothstep(float3 a, float3 b, float l)
200
+ {
201
+ return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l));
202
+ }
203
+
204
+ export float4 smoothstep(float4 a, float4 b, float l)
205
+ {
206
+ return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l));
207
+ }
208
+
209
+ //------------------ Random from UE4 -----------------------
210
+ float length2(float3 v)
211
+ {
212
+ return math::dot(v, v);
213
+ }
214
+
215
+ float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v)
216
+ {
217
+ const float2 ZShear = float2(17.0f, 89.0f);
218
+
219
+ float2 OffsetA = v.z * ZShear;
220
+ float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f;
221
+ float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat);
222
+ return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0;
223
+ }
224
+
225
+ float3 SkewSimplex(float3 In)
226
+ {
227
+ return In + math::dot(In, float3(1.0 / 3.0f) );
228
+ }
229
+ float3 UnSkewSimplex(float3 In)
230
+ {
231
+ return In - math::dot(In, float3(1.0 / 6.0f) );
232
+ }
233
+
234
+ // 3D random number generator inspired by PCGs (permuted congruential generator)
235
+ // Using a **simple** Feistel cipher in place of the usual xor shift permutation step
236
+ // @param v = 3D integer coordinate
237
+ // @return three elements w/ 16 random bits each (0-0xffff).
238
+ // ~8 ALU operations for result.x (7 mad, 1 >>)
239
+ // ~10 ALU operations for result.xy (8 mad, 2 >>)
240
+ // ~12 ALU operations for result.xyz (9 mad, 3 >>)
241
+
242
+ //TODO: uint3
243
+ int3 Rand3DPCG16(int3 p)
244
+ {
245
+ // taking a signed int then reinterpreting as unsigned gives good behavior for negatives
246
+ //TODO: uint3
247
+ int3 v = int3(p);
248
+
249
+ // Linear congruential step. These LCG constants are from Numerical Recipies
250
+ // For additional #'s, PCG would do multiple LCG steps and scramble each on output
251
+ // So v here is the RNG state
252
+ v = v * 1664525 + 1013904223;
253
+
254
+ // PCG uses xorshift for the final shuffle, but it is expensive (and cheap
255
+ // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps
256
+ //
257
+ // Feistel ciphers divide the state into separate parts (usually by bits)
258
+ // then apply a series of permutation steps one part at a time. The permutations
259
+ // use a reversible operation (usually ^) to part being updated with the result of
260
+ // a permutation function on the other parts and the key.
261
+ //
262
+ // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for
263
+ // the combination function, and just multiplying the other two parts (no key) for
264
+ // the permutation function.
265
+ //
266
+ // That gives a simple mad per round.
267
+ v.x += v.y*v.z;
268
+ v.y += v.z*v.x;
269
+ v.z += v.x*v.y;
270
+ v.x += v.y*v.z;
271
+ v.y += v.z*v.x;
272
+ v.z += v.x*v.y;
273
+
274
+ // only top 16 bits are well shuffled
275
+ return v >> 16;
276
+ }
277
+
278
+ // Wraps noise for tiling texture creation
279
+ // @param v = unwrapped texture parameter
280
+ // @param bTiling = true to tile, false to not tile
281
+ // @param RepeatSize = number of units before repeating
282
+ // @return either original or wrapped coord
283
+ float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize)
284
+ {
285
+ return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v;
286
+ }
287
+
288
+ // Evaluate polynomial to get smooth transitions for Perlin noise
289
+ // only needed by Perlin functions in this file
290
+ // scalar(per component): 2 add, 5 mul
291
+ float4 PerlinRamp(float4 t)
292
+ {
293
+ return t * t * t * (t * (t * 6 - 15) + 10);
294
+ }
295
+
296
+ // Blum-Blum-Shub-inspired pseudo random number generator
297
+ // http://www.umbc.edu/~olano/papers/mNoise.pdf
298
+ // real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes
299
+ // instead, we use a single prime M just small enough not to overflow
300
+ // note that the above paper used 61, which fits in a half, but is unusably bad
301
+ // @param Integer valued floating point seed
302
+ // @return random number in range [0,1)
303
+ // ~8 ALU operations (5 *, 3 frac)
304
+ float RandBBSfloat(float seed)
305
+ {
306
+ float BBS_PRIME24 = 4093.0;
307
+ float s = math::frac(seed / BBS_PRIME24);
308
+ s = math::frac(s * s * BBS_PRIME24);
309
+ s = math::frac(s * s * BBS_PRIME24);
310
+ return s;
311
+ }
312
+
313
+ // Modified noise gradient term
314
+ // @param seed - random seed for integer lattice position
315
+ // @param offset - [-1,1] offset of evaluation point from lattice point
316
+ // @return gradient direction (xyz) and contribution (w) from this lattice point
317
+ float4 MGradient(int seed, float3 offset)
318
+ {
319
+ //TODO uint
320
+ int rand = Rand3DPCG16(int3(seed,0,0)).x;
321
+ int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);
322
+ float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000);
323
+ float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1;
324
+ return float4(direction.x, direction.y, direction.z, math::dot(direction, offset));
325
+ }
326
+
327
+ // compute Perlin and related noise corner seed values
328
+ // @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
329
+ // @param bTiling = true to return seed values for a repeating noise pattern
330
+ // @param RepeatSize = integer units before tiling in each dimension
331
+ // @param seed000-seed111 = hash function seeds for the eight corners
332
+ // @return fractional part of v
333
+ struct SeedValue
334
+ {
335
+ float3 fv = float3(0);
336
+ float seed000 = 0;
337
+ float seed001 = 0;
338
+ float seed010 = 0;
339
+ float seed011 = 0;
340
+ float seed100 = 0;
341
+ float seed101 = 0;
342
+ float seed110 = 0;
343
+ float seed111 = 0;
344
+ };
345
+
346
+ SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize)
347
+ {
348
+ SeedValue seeds;
349
+ seeds.fv = math::frac(v);
350
+ float3 iv = math::floor(v);
351
+
352
+ const float3 primes = float3(19, 47, 101);
353
+
354
+ if (bTiling)
355
+ { // can't algebraically combine with primes
356
+ seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize));
357
+ seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize));
358
+ seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize));
359
+ seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize));
360
+ seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize));
361
+ seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize));
362
+ seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize));
363
+ seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize));
364
+ }
365
+ else
366
+ { // get to combine offsets with multiplication by primes in this case
367
+ seeds.seed000 = math::dot(iv, primes);
368
+ seeds.seed100 = seeds.seed000 + primes.x;
369
+ seeds.seed010 = seeds.seed000 + primes.y;
370
+ seeds.seed110 = seeds.seed100 + primes.y;
371
+ seeds.seed001 = seeds.seed000 + primes.z;
372
+ seeds.seed101 = seeds.seed100 + primes.z;
373
+ seeds.seed011 = seeds.seed010 + primes.z;
374
+ seeds.seed111 = seeds.seed110 + primes.z;
375
+ }
376
+
377
+ return seeds;
378
+ }
379
+
380
+ struct SimplexWeights
381
+ {
382
+ float4 Result = float4(0);
383
+ float3 PosA = float3(0);
384
+ float3 PosB = float3(0);
385
+ float3 PosC = float3(0);
386
+ float3 PosD = float3(0);
387
+ };
388
+
389
+ // Computed weights and sample positions for simplex interpolation
390
+ // @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d
391
+ SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos)
392
+ {
393
+ SimplexWeights weights;
394
+ float3 OrthogonalPosFloor = math::floor(OrthogonalPos);
395
+
396
+ weights.PosA = OrthogonalPosFloor;
397
+ weights.PosB = weights.PosA + float3(1, 1, 1);
398
+
399
+ OrthogonalPos -= OrthogonalPosFloor;
400
+
401
+ float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z));
402
+ float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z));
403
+
404
+ weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z);
405
+ weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z);
406
+
407
+ float RG = OrthogonalPos.x - OrthogonalPos.y;
408
+ float RB = OrthogonalPos.x - OrthogonalPos.z;
409
+ float GB = OrthogonalPos.y - OrthogonalPos.z;
410
+
411
+ weights.Result.z =
412
+ math::min(math::max(0, RG), math::max(0, RB)) // X
413
+ + math::min(math::max(0, -RG), math::max(0, GB)) // Y
414
+ + math::min(math::max(0, -RB), math::max(0, -GB)); // Z
415
+
416
+ weights.Result.w =
417
+ math::min(math::max(0, -RG), math::max(0, -RB)) // X
418
+ + math::min(math::max(0, RG), math::max(0, -GB)) // Y
419
+ + math::min(math::max(0, RB), math::max(0, GB)); // Z
420
+
421
+ weights.Result.y = Smallest;
422
+ weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w;
423
+
424
+ return weights;
425
+ }
426
+
427
+ // filtered 3D gradient simple noise (few texture lookups, high quality)
428
+ // @param v >0
429
+ // @return random number in the range -1 .. 1
430
+ float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos)
431
+ {
432
+ float3 OrthogonalPos = SkewSimplex(EvalPos);
433
+
434
+ SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos);
435
+
436
+ // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit)
437
+ float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA);
438
+ float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB);
439
+ float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC);
440
+ float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD);
441
+
442
+ Weights.PosA = UnSkewSimplex(Weights.PosA);
443
+ Weights.PosB = UnSkewSimplex(Weights.PosB);
444
+ Weights.PosC = UnSkewSimplex(Weights.PosC);
445
+ Weights.PosD = UnSkewSimplex(Weights.PosD);
446
+
447
+ float DistanceWeight;
448
+
449
+ DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
450
+ float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight;
451
+ DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
452
+ float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight;
453
+ DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
454
+ float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight;
455
+ DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
456
+ float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight;
457
+
458
+ return 32 * (a + b + c + d);
459
+ }
460
+
461
+ // filtered 3D noise, can be optimized
462
+ // @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
463
+ // @param bTiling = repeat noise pattern
464
+ // @param RepeatSize = integer units before tiling in each dimension
465
+ // @return random number in the range -1 .. 1
466
+ float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize)
467
+ {
468
+ bTiling = true;
469
+ float3 fv = math::frac(v);
470
+ float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize);
471
+ float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize);
472
+
473
+ const int2 ZShear = int2(17, 89);
474
+
475
+ float2 OffsetA = iv0.z * ZShear;
476
+ float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset
477
+ if (bTiling) // tiling, have to compute from wrapped coordinates
478
+ {
479
+ OffsetB = iv1.z * ZShear;
480
+ }
481
+
482
+ // Texture size scale factor
483
+ float ts = 1 / 128.0f;
484
+
485
+ // texture coordinates for iv0.xy, as offset for both z slices
486
+ float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts;
487
+ float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts;
488
+
489
+ // texture coordinates for iv1.xy, as offset for both z slices
490
+ float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates
491
+ float2 TexB1 = TexB0 + ts;
492
+ if (bTiling) // for tiling, need to compute from wrapped coordinates
493
+ {
494
+ TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts;
495
+ TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts;
496
+ }
497
+
498
+
499
+ // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit)
500
+ float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);
501
+ float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
502
+ float3 A = PerlinNoiseColor * 2 - 1;
503
+ PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);
504
+ PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
505
+ float3 B = PerlinNoiseColor * 2 - 1;
506
+ PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);
507
+ PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
508
+ float3 C = PerlinNoiseColor * 2 - 1;
509
+ PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);
510
+ PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
511
+ float3 D = PerlinNoiseColor * 2 - 1;
512
+ PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);
513
+ PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
514
+ float3 E = PerlinNoiseColor * 2 - 1;
515
+ PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);
516
+ PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
517
+ float3 F = PerlinNoiseColor * 2 - 1;
518
+ PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);
519
+ PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
520
+ float3 G = PerlinNoiseColor * 2 - 1;
521
+ PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);
522
+ PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
523
+ float3 H = PerlinNoiseColor * 2 - 1;
524
+
525
+ float a = math::dot(A, fv - float3(0, 0, 0));
526
+ float b = math::dot(B, fv - float3(1, 0, 0));
527
+ float c = math::dot(C, fv - float3(0, 1, 0));
528
+ float d = math::dot(D, fv - float3(1, 1, 0));
529
+ float e = math::dot(E, fv - float3(0, 0, 1));
530
+ float f = math::dot(F, fv - float3(1, 0, 1));
531
+ float g = math::dot(G, fv - float3(0, 1, 1));
532
+ float h = math::dot(H, fv - float3(1, 1, 1));
533
+
534
+ float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0)));
535
+
536
+ float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y);
537
+ float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y);
538
+
539
+ return math::lerp(i, j, Weights.z);
540
+ }
541
+
542
+ // @return random number in the range -1 .. 1
543
+ // scalar: 6 frac, 31 mul/mad, 15 add,
544
+ float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz)
545
+ {
546
+ // needs to be the same value when creating the PerlinNoise3D texture
547
+ float Extent = 16;
548
+
549
+ // last texel replicated and needed for filtering
550
+ // scalar: 3 frac, 6 mul
551
+ xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1);
552
+
553
+ // scalar: 3 frac
554
+ float3 uvw = math::frac(xyz);
555
+ // = floor(xyz);
556
+ // scalar: 3 add
557
+ float3 p0 = xyz - uvw;
558
+ // float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping)
559
+ // scalar: 2*3 add 5*3 mul
560
+ float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0));
561
+ float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping
562
+ // scalar: 3 add
563
+ float3 p = p0 + f;
564
+ // scalar: 3 mad
565
+ // TODO: need reverse???
566
+ float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset
567
+
568
+ // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count)
569
+ // scalar: 4 mad, 3 mul, 3 add
570
+ float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f;
571
+ float d = NoiseSample.w * 255.f - 127;
572
+ return math::dot(xyz, n) - d;
573
+ }
574
+
575
+ // Perlin-style "Modified Noise"
576
+ // http://www.umbc.edu/~olano/papers/index.html#mNoise
577
+ // @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
578
+ // @param bTiling = repeat noise pattern
579
+ // @param RepeatSize = integer units before tiling in each dimension
580
+ // @return random number in the range -1 .. 1
581
+ float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)
582
+ {
583
+ SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);
584
+
585
+ float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w;
586
+ float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w;
587
+ float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w;
588
+ float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w;
589
+ float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w;
590
+ float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w;
591
+ float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w;
592
+ float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w;
593
+
594
+ float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));
595
+
596
+ float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);
597
+ float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);
598
+ return math::lerp(i, j, Weights.z);
599
+ }
600
+
601
+ // 3D value noise - used to be incorrectly called Perlin noise
602
+ // @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
603
+ // @param bTiling = repeat noise pattern
604
+ // @param RepeatSize = integer units before tiling in each dimension
605
+ // @return random number in the range -1 .. 1
606
+ float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)
607
+ {
608
+ SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);
609
+
610
+ float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1;
611
+ float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1;
612
+ float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1;
613
+ float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1;
614
+ float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1;
615
+ float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1;
616
+ float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1;
617
+ float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1;
618
+
619
+ float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));
620
+
621
+ float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);
622
+ float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);
623
+ return math::lerp(i, j, Weights.z);
624
+ }
625
+
626
+ // 3D jitter offset within a voronoi noise cell
627
+ // @param pos - integer lattice corner
628
+ // @return random offsets vector
629
+ float3 VoronoiCornerSample(float3 pos, int Quality)
630
+ {
631
+ // random values in [-0.5, 0.5]
632
+ float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5;
633
+
634
+ // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere
635
+ // scale factor to guarantee jittered points will be found within a 2x2x2 search
636
+ if (Quality <= 2)
637
+ {
638
+ return math::normalize(noise) * 0.2588;
639
+ }
640
+
641
+ // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere
642
+ // scale factor to guarantee jittered points will be found within a 3x3x3 search
643
+ if (Quality == 3)
644
+ {
645
+ return math::normalize(noise) * 0.3090;
646
+ }
647
+
648
+ // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search
649
+ return noise;
650
+ }
651
+
652
+ // compare previous best with a new candidate
653
+ // not producing point locations makes it easier for compiler to eliminate calculations when they're not needed
654
+ // @param minval = location and distance of best candidate seed point before the new one
655
+ // @param candidate = candidate seed point
656
+ // @param offset = 3D offset to new candidate seed point
657
+ // @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position
658
+ // @return position (if bDistanceOnly is false) and distance to closest seed point so far
659
+ float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly)
660
+ {
661
+ if (bDistanceOnly)
662
+ {
663
+ return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset)));
664
+ }
665
+ else
666
+ {
667
+ float newdist = math::dot(offset, offset);
668
+ return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist);
669
+ }
670
+ }
671
+
672
+ // 220 instruction Worley noise
673
+ float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly)
674
+ {
675
+ float3 fv = math::frac(v), fv2 = math::frac(v + 0.5);
676
+ float3 iv = math::floor(v), iv2 = math::floor(v + 0.5);
677
+
678
+ // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away
679
+ float4 mindist = float4(0,0,0,100);
680
+ float3 p, offset;
681
+
682
+ // quality level 3: do a 3x3x3 search
683
+ if (Quality == 3)
684
+ {
685
+ int offset_x;
686
+ int offset_y;
687
+ int offset_z;
688
+ for (offset_x = -1; offset_x <= 1; ++offset_x)
689
+ {
690
+ for (offset_y = -1; offset_y <= 1; ++offset_y)
691
+ {
692
+ for (offset_z = -1; offset_z <= 1; ++offset_z)
693
+ {
694
+ offset = float3(offset_x, offset_y, offset_z);
695
+ p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality);
696
+ mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);
697
+ }
698
+ }
699
+ }
700
+ }
701
+
702
+ // everybody else searches a base 2x2x2 neighborhood
703
+ else
704
+ {
705
+ int offset_x;
706
+ int offset_y;
707
+ int offset_z;
708
+ for (offset_x = 0; offset_x <= 1; ++offset_x)
709
+ {
710
+ for (offset_y = 0; offset_y <= 1; ++offset_y)
711
+ {
712
+ for (offset_z = 0; offset_z <= 1; ++offset_z)
713
+ {
714
+ offset = float3(offset_x, offset_y, offset_z);
715
+ p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);
716
+ mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
717
+
718
+ // quality level 2, do extra set of points, offset by half a cell
719
+ if (Quality == 2)
720
+ {
721
+ // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts
722
+ p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality);
723
+ mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);
724
+ }
725
+ }
726
+ }
727
+ }
728
+ }
729
+
730
+ // quality level 4: add extra sets of four cells in each direction
731
+ if (Quality >= 4)
732
+ {
733
+ int offset_x;
734
+ int offset_y;
735
+ int offset_z;
736
+ for (offset_x = -1; offset_x <= 2; offset_x += 3)
737
+ {
738
+ for (offset_y = 0; offset_y <= 1; ++offset_y)
739
+ {
740
+ for (offset_z = 0; offset_z <= 1; ++offset_z)
741
+ {
742
+ offset = float3(offset_x, offset_y, offset_z);
743
+ // along x axis
744
+ p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);
745
+ mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
746
+
747
+ // along y axis
748
+ p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality);
749
+ mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
750
+
751
+ // along z axis
752
+ p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality);
753
+ mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
754
+ }
755
+ }
756
+ }
757
+ }
758
+
759
+ // transform squared distance to real distance
760
+ return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w));
761
+ }
762
+
763
+ // Coordinates for corners of a Simplex tetrahedron
764
+ // Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011
765
+ // @param v = 3D noise argument
766
+ // @return 4 corner locations
767
+ float4x3 SimplexCorners(float3 v)
768
+ {
769
+ // find base corner by skewing to tetrahedral space and back
770
+ float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3);
771
+ float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6;
772
+ float3 f = v - base;
773
+
774
+ // Find offsets to other corners (McEwan did this in tetrahedral space,
775
+ // but since skew is along x=y=z axis, this works in Euclidean space too.)
776
+ float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y);
777
+ float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0;
778
+
779
+ // four corners
780
+ return float4x3(base, base + a1, base + a2, base + 0.5);
781
+ }
782
+
783
+ // Improved smoothing function for simplex noise
784
+ // @param f = fractional distance to four tetrahedral corners
785
+ // @return weight for each corner
786
+ float4 SimplexSmooth(float4x3 f)
787
+ {
788
+ const float scale = 1024. / 375.; // scale factor to make noise -1..1
789
+ float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3]));
790
+ float4 s = math::saturate(2 * d);
791
+ return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale)));
792
+ }
793
+
794
+ // Derivative of simplex noise smoothing function
795
+ // @param f = fractional distanc eto four tetrahedral corners
796
+ // @return derivative of smoothing function for each corner by x, y and z
797
+ float3x4 SimplexDSmooth(float4x3 f)
798
+ {
799
+ const float scale = 1024. / 375.; // scale factor to make noise -1..1
800
+ float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3]));
801
+ float4 s = math::saturate(2 * d);
802
+ s = -12 * scale + s*(24 * scale - s * 12 * scale);
803
+
804
+ return float3x4(
805
+ s * float4(f[0][0], f[1][0], f[2][0], f[3][0]),
806
+ s * float4(f[0][1], f[1][1], f[2][1], f[3][1]),
807
+ s * float4(f[0][2], f[1][2], f[2][2], f[3][2]));
808
+ }
809
+
810
+ // Simplex noise and its Jacobian derivative
811
+ // @param v = 3D noise argument
812
+ // @param bTiling = whether to repeat noise pattern
813
+ // @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3
814
+ // @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w
815
+ // J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz)
816
+ // J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx
817
+ // You can use this to compute the noise, gradient, curl, or divergence:
818
+ // float3x4 J = JacobianSimplex_ALU(...);
819
+ // float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise
820
+ // float3 Grad = J[0].xyz; // gradient of J[0].w
821
+ // float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]);
822
+ // float Div = J[0][0]+J[1][1]+J[2][2];
823
+ // All of these are confirmed to compile out all unneeded terms.
824
+ // So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation.
825
+ float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize)
826
+ {
827
+ int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);
828
+ float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000);
829
+
830
+ // corners of tetrahedron
831
+ float4x3 T = SimplexCorners(v);
832
+ // TODO: uint3
833
+ int3 rand = int3(0);
834
+ float4x3 gvec0 = float4x3(1.0);
835
+ float4x3 gvec1 = float4x3(1.0);
836
+ float4x3 gvec2 = float4x3(1.0);
837
+ float4x3 fv = float4x3(1.0);
838
+ float3x4 grad = float3x4(1.0);
839
+
840
+ // processing of tetrahedral vertices, unrolled
841
+ // to compute gradient at each corner
842
+ fv[0] = v - T[0];
843
+ rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize))));
844
+ gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
845
+ gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
846
+ gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
847
+ grad[0][0] = math::dot(gvec0[0], fv[0]);
848
+ grad[1][0] = math::dot(gvec1[0], fv[0]);
849
+ grad[2][0] = math::dot(gvec2[0], fv[0]);
850
+
851
+ fv[1] = v - T[1];
852
+ rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize))));
853
+ gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
854
+ gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
855
+ gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
856
+ grad[0][1] = math::dot(gvec0[1], fv[1]);
857
+ grad[1][1] = math::dot(gvec1[1], fv[1]);
858
+ grad[2][1] = math::dot(gvec2[1], fv[1]);
859
+
860
+ fv[2] = v - T[2];
861
+ rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize))));
862
+ gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
863
+ gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
864
+ gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
865
+ grad[0][2] = math::dot(gvec0[2], fv[2]);
866
+ grad[1][2] = math::dot(gvec1[2], fv[2]);
867
+ grad[2][2] = math::dot(gvec2[2], fv[2]);
868
+
869
+ fv[3] = v - T[3];
870
+ rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize))));
871
+ gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
872
+ gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
873
+ gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
874
+ grad[0][3] = math::dot(gvec0[3], fv[3]);
875
+ grad[1][3] = math::dot(gvec1[3], fv[3]);
876
+ grad[2][3] = math::dot(gvec2[3], fv[3]);
877
+
878
+ // blend gradients
879
+ float4 sv = SimplexSmooth(fv);
880
+ float3x4 ds = SimplexDSmooth(fv);
881
+
882
+ float3x4 jacobian = float3x4(1.0);
883
+ float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major)
884
+ jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0]));
885
+ float3 vec1 = gvec1*sv + grad[1]*ds;
886
+ jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1]));
887
+ float3 vec2 = gvec2*sv + grad[2]*ds;
888
+ jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2]));
889
+
890
+ return jacobian;
891
+ }
892
+
893
+ // While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes
894
+ // floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion.
895
+ float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize)
896
+ {
897
+ // verified, HLSL compiled out the switch if Function is a constant
898
+ switch(Function)
899
+ {
900
+ case 0:
901
+ return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position);
902
+ case 1:
903
+ return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize);
904
+ case 2:
905
+ return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position);
906
+ case 3:
907
+ return GradientNoise3D_ALU(Position, bTiling, RepeatSize);
908
+ case 4:
909
+ return ValueNoise3D_ALU(Position, bTiling, RepeatSize);
910
+ case 5:
911
+ return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0;
912
+ }
913
+ return 0;
914
+ }
915
+ //----------------------------------------------------------
916
+
917
+ export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize)
918
+ [[
919
+ anno::description("Noise"),
920
+ anno::noinline()
921
+ ]]
922
+ {
923
+ Position *= Scale;
924
+ FilterWidth *= Scale;
925
+
926
+ float Out = 0.0f;
927
+ float OutScale = 1.0f;
928
+ float InvLevelScale = 1.0f / LevelScale;
929
+
930
+ int iFunction(Function);
931
+ int iQuality(Quality);
932
+ int iLevels(Levels);
933
+ bool bTurbulence(Turbulence);
934
+ bool bTiling(Tiling);
935
+
936
+ for(int i = 0; i < iLevels; ++i)
937
+ {
938
+ // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions)
939
+ OutScale *= math::saturate(1.0 - FilterWidth);
940
+
941
+ if(bTurbulence)
942
+ {
943
+ Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale;
944
+ }
945
+ else
946
+ {
947
+ Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale;
948
+ }
949
+
950
+ Position *= LevelScale;
951
+ RepeatSize *= LevelScale;
952
+ OutScale *= InvLevelScale;
953
+ FilterWidth *= LevelScale;
954
+ }
955
+
956
+ if(!bTurbulence)
957
+ {
958
+ // bring -1..1 to 0..1 range
959
+ Out = Out * 0.5f + 0.5f;
960
+ }
961
+
962
+ // Out is in 0..1 range
963
+ return math::lerp(OutputMin, OutputMax, Out);
964
+ }
965
+
966
+ // Material node for noise functions returning a vector value
967
+ // @param LevelScale usually 2 but higher values allow efficient use of few levels
968
+ // @return in user defined range (OutputMin..OutputMax)
969
+ export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)
970
+ [[
971
+ anno::description("Vector Noise"),
972
+ anno::noinline()
973
+ ]]
974
+ {
975
+ float4 result = float4(0,0,0,1);
976
+ float3 ret = float3(0);
977
+ int iQuality = int(Quality);
978
+ int iFunction = int(Function);
979
+ bool bTiling = Tiling > 0.0;
980
+
981
+ float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used
982
+
983
+ // verified, HLSL compiled out the switch if Function is a constant
984
+ switch (iFunction)
985
+ {
986
+ case 0: // Cellnoise
987
+ ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff;
988
+ result = float4(ret.x, ret.y, ret.z, 1);
989
+ break;
990
+ case 1: // Color noise
991
+ ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w);
992
+ result = float4(ret.x, ret.y, ret.z, 1);
993
+ break;
994
+ case 2: // Gradient
995
+ result = Jacobian[0];
996
+ break;
997
+ case 3: // Curl
998
+ ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]);
999
+ result = float4(ret.x, ret.y, ret.z, 1);
1000
+ break;
1001
+ case 4: // Voronoi
1002
+ result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false);
1003
+ break;
1004
+ }
1005
+ return result;
1006
+ }
1007
+
1008
+ export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)
1009
+ [[
1010
+ anno::description("Vector Noise float3 version"),
1011
+ anno::noinline()
1012
+ ]]
1013
+ {
1014
+ float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize);
1015
+ return float3(noise.x, noise.y, noise.z);
1016
+ }
1017
+
1018
+
1019
+ // workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view
1020
+ export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]])
1021
+ [[
1022
+ anno::description("Fresnel"),
1023
+ anno::noinline()
1024
+ ]]
1025
+ {
1026
+ return 0.0;
1027
+ }
1028
+
1029
+ export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]],
1030
+ bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]],
1031
+ bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]],
1032
+ bool clamp_fresnel_dot_product [[anno::unused()]])
1033
+ [[
1034
+ anno::description("Fresnel Function"),
1035
+ anno::noinline()
1036
+ ]]
1037
+ {
1038
+ return 0.0;
1039
+ }
1040
+
1041
+ export float3 camera_vector()
1042
+ [[
1043
+ anno::description("Camera Vector"),
1044
+ anno::noinline()
1045
+ ]]
1046
+ {
1047
+ // assume camera postion is 0,0,0
1048
+ return math::normalize(float3(0) - state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()));
1049
+ }
1050
+
1051
+ export float pixel_depth()
1052
+ [[
1053
+ anno::description("Pixel Depth"),
1054
+ anno::noinline()
1055
+ ]]
1056
+ {
1057
+ return 256.0f;
1058
+ }
1059
+
1060
+ export float scene_depth()
1061
+ [[
1062
+ anno::description("Scene Depth")
1063
+ ]]
1064
+ {
1065
+ return 65500.0f;
1066
+ }
1067
+
1068
+ export float3 scene_color()
1069
+ [[
1070
+ anno::description("Scene Color")
1071
+ ]]
1072
+ {
1073
+ return float3(1.0f);
1074
+ }
1075
+
1076
+ export float4 vertex_color()
1077
+ [[
1078
+ anno::description("Vertex Color"),
1079
+ anno::noinline()
1080
+ ]]
1081
+ {
1082
+ return float4(1.0f);
1083
+ }
1084
+
1085
+ export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex)
1086
+ [[
1087
+ anno::description("Vertex Color for float2 PrimVar"),
1088
+ anno::noinline()
1089
+ ]]
1090
+ {
1091
+ // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead
1092
+ return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y);
1093
+ }
1094
+
1095
+ export float3 camera_position()
1096
+ [[
1097
+ anno::description("Camera Position"),
1098
+ anno::noinline()
1099
+ ]]
1100
+ {
1101
+ return float3(1000.0f, 0, 0);
1102
+ }
1103
+
1104
+ export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position)
1105
+ [[
1106
+ anno::description("Rotates Position about the given axis by the given angle")
1107
+ ]]
1108
+ {
1109
+ // Project Position onto the rotation axis and find the closest point on the axis to Position
1110
+ float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z);
1111
+ float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis);
1112
+ // Construct orthogonal axes in the plane of the rotation
1113
+ float3 UAxis = Position - ClosestPointOnAxis;
1114
+ float3 VAxis = math::cross(NormalizedRotationAxis, UAxis);
1115
+ float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w);
1116
+ // Rotate using the orthogonal axes
1117
+ float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0];
1118
+ // Reconstruct the rotated world space position
1119
+ float3 RotatedPosition = ClosestPointOnAxis + R;
1120
+ // Convert from position to a position offset
1121
+ return RotatedPosition - Position;
1122
+ }
1123
+
1124
+ export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset)
1125
+ [[
1126
+ anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied")
1127
+ ]]
1128
+ {
1129
+ return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset;
1130
+ }
1131
+
1132
+ export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal)
1133
+ [[
1134
+ anno::description("Reflection vector about the specified world space normal")
1135
+ ]]
1136
+ {
1137
+ if (bNormalizeInputNormal)
1138
+ {
1139
+ WorldNormal = math::normalize(WorldNormal);
1140
+ }
1141
+
1142
+ return -camera_vector() + WorldNormal * math::dot(WorldNormal, camera_vector()) * 2.0;
1143
+ }
1144
+
1145
+ export float3 reflection_vector()
1146
+ [[
1147
+ anno::description("Reflection Vector"),
1148
+ anno::noinline()
1149
+ ]]
1150
+ {
1151
+ float3 normal = state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal());
1152
+ return reflection_custom_world_normal(normal, false);
1153
+ }
1154
+
1155
+ export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]])
1156
+ [[
1157
+ anno::description("Dither TemporalAA"),
1158
+ anno::noinline()
1159
+ ]]
1160
+ {
1161
+ return AlphaThreshold;
1162
+ }
1163
+
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Git LFS Details

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  • Size of remote file: 141 kB
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Git LFS Details

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  • Pointer size: 131 Bytes
  • Size of remote file: 327 kB
IsaacSimAssets/Microwaves/Textures/microwave_AluminiumShiny_Roughness.png ADDED

Git LFS Details

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  • Size of remote file: 1.68 MB
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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

  • SHA256: b8c0eeceb297438559057552b7f2244fc3844b83220e181ac562b1d0e5da9ee8
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IsaacSimAssets/Microwaves/Textures/microwave_StainlessSteel_Normal.png ADDED

Git LFS Details

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IsaacSimAssets/Microwaves/Textures/microwave_StainlessSteel_Roughness.png ADDED

Git LFS Details

  • SHA256: bbafaeeca756732a59be1ad4cb9fb9ebd0ebb40f73beaa8943452fa6936ef40a
  • Pointer size: 132 Bytes
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IsaacSimAssets/Microwaves/microwave.usd ADDED
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Git LFS Details

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