Bundle multitask scene dependencies and use relative asset paths
Browse filesUpload the referenced USD, MDL, textures and HDR dependencies inside the multitask scene; update scene layers and manifest hashes. Apply current gitignore rules, including exclusion of NFS temporary files.
This view is limited to 50 files because it contains too many changes. See raw diff
- .gitattributes +192 -0
- assets/scenes/kujiale_0004_multitask/assets/pillow_0000.usd +0 -0
- assets/scenes/kujiale_0004_multitask/assets/pillow_0001.usd +0 -0
- assets/scenes/kujiale_0004_multitask/assets/pillow_0002.usd +0 -0
- assets/scenes/kujiale_0004_multitask/assets/pillow_0003.usd +0 -0
- assets/scenes/kujiale_0004_multitask/assets/pillow_0004.usd +0 -0
- assets/scenes/kujiale_0004_multitask/assets/pillow_0005.usd +0 -0
- assets/scenes/kujiale_0004_multitask/assets/pillow_0006.usd +0 -0
- assets/scenes/kujiale_0004_multitask/assets/pillow_0007.usd +0 -0
- assets/scenes/kujiale_0004_multitask/assets/pillow_0008.usd +0 -0
- assets/scenes/kujiale_0004_multitask/assets/pillow_0009.usd +0 -0
- assets/scenes/kujiale_0004_multitask/assets/pillow_0010.usd +0 -0
- assets/scenes/kujiale_0004_multitask/assets/pillow_0011.usd +0 -0
- assets/scenes/kujiale_0004_multitask/assets/throw_pillow_0000.usd +0 -0
- assets/scenes/kujiale_0004_multitask/assets/throw_pillow_0001.usd +0 -0
- assets/scenes/kujiale_0004_multitask/common.usdc +0 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0000.usd +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0001.usd +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0002.usd +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0003.usd +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0004.usd +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0005.usd +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0006.usd +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0007.usd +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0008.usd +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0009.usd +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0010.usd +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0011.usd +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/throw_pillow_0000.usd +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/throw_pillow_0001.usd +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/BasicShapeMaterial.mdl +56 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/M_59268dbcbc974b45eaafd427.mdl +66 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/M_BaseMaterial_twosided.mdl +290 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/M_TranslucentMaterial.mdl +313 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/OmniUe4Base.mdl +224 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/OmniUe4Function.mdl +1413 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/OmniUe4Subsurface.mdl +234 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/OmniUe4Translucent.mdl +233 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/T_5f0d8e6ed849e100010ee906_emission_Mat.mdl +54 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/00680182c5c871eff1a0.png +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/027a10d9b84303b1949c.png +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/02f033f80f2f1fa47f35.png +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/0356d62045d821a287c3.png +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/03eeb35abef5264dc5c0.png +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/0400fb31cd84a4bf7889.png +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/048ac0915b55a91ab7b1.png +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/05717d29d73ab59b0ea3.png +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/0831cde1151ae546b448.png +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/0ab09ded9d96696bc3f0.png +3 -0
- assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/0b9756b1d6b5f392d288.png +3 -0
.gitattributes
CHANGED
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@@ -244,3 +244,195 @@ assets/scenes/kujiale_0004_multitask/rooms/shared/low.usdc filter=lfs diff=lfs m
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assets/scenes/kujiale_0004_multitask/rooms/studyroom_763003/fast.usdc filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/rooms/unknown_786425/fast.usdc filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/rooms/unknown_786425/low.usdc filter=lfs diff=lfs merge=lfs -text
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| 244 |
assets/scenes/kujiale_0004_multitask/rooms/studyroom_763003/fast.usdc filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/rooms/unknown_786425/fast.usdc filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/rooms/unknown_786425/low.usdc filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0000.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0001.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0002.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0003.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0004.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0005.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0006.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0007.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0008.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0009.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0010.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0011.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/throw_pillow_0000.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/throw_pillow_0001.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/environment.hdr filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/basin_0000.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/basin_0001.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bathroom_product_0002.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bathroom_product_0003.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bathroom_product_0004.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bathroom_product_0005.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bathroom_product_0006.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bed_0000.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bed_0001.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bed_0002.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bedding_0000.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bedding_0001.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bedding_0002.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/book_0011.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bowl_0000.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bowl_0001.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bowl_0002.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bowl_0003.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bowl_0004.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/bowl_0005.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/cabinet_0000.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/cabinet_0002.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/cabinet_0003.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/cabinet_0004.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/cabinet_0006.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/cabinet_0008.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/cabinet_0009.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/cabinet_0010.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/cabinet_0011.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/cabinet_0012.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ceiling_0003.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ceiling_light_0001.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ceiling_light_0002.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/chair_0000.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/chair_0001.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/chair_0002.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/chair_0003.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/chair_0004.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/chair_0005.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/chair_0006.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/chair_0007.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/chandelier_0014.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/chandelier_0015.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/chandelier_0016.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/chandelier_0017.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/chandelier_0018.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/clock_0000.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/door_handle_0009.usd filter=lfs diff=lfs merge=lfs -text
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| 348 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/door_handle_0010.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/door_handle_0011.usd filter=lfs diff=lfs merge=lfs -text
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| 350 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/door_handle_0012.usd filter=lfs diff=lfs merge=lfs -text
|
| 351 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/door_handle_0013.usd filter=lfs diff=lfs merge=lfs -text
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+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/door_handle_0014.usd filter=lfs diff=lfs merge=lfs -text
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| 353 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/door_handle_0015.usd filter=lfs diff=lfs merge=lfs -text
|
| 354 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/door_handle_0016.usd filter=lfs diff=lfs merge=lfs -text
|
| 355 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/door_handle_0017.usd filter=lfs diff=lfs merge=lfs -text
|
| 356 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/door_handle_0018.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/electric_appliance_0000.usd filter=lfs diff=lfs merge=lfs -text
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/floor_0003.usd filter=lfs diff=lfs merge=lfs -text
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| 359 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/floor_0011.usd filter=lfs diff=lfs merge=lfs -text
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| 360 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/flower_0000.usd filter=lfs diff=lfs merge=lfs -text
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| 361 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/flower_0001.usd filter=lfs diff=lfs merge=lfs -text
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| 362 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/flower_0002.usd filter=lfs diff=lfs merge=lfs -text
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| 363 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/flower_0003.usd filter=lfs diff=lfs merge=lfs -text
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| 364 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/flower_0004.usd filter=lfs diff=lfs merge=lfs -text
|
| 365 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/flower_0005.usd filter=lfs diff=lfs merge=lfs -text
|
| 366 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/flower_0006.usd filter=lfs diff=lfs merge=lfs -text
|
| 367 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/flower_0007.usd filter=lfs diff=lfs merge=lfs -text
|
| 368 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/fridge_0000.usd filter=lfs diff=lfs merge=lfs -text
|
| 369 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/hardware_decoration_0003.usd filter=lfs diff=lfs merge=lfs -text
|
| 370 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/hardware_decoration_0004.usd filter=lfs diff=lfs merge=lfs -text
|
| 371 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/kitchenware_0000.usd filter=lfs diff=lfs merge=lfs -text
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| 372 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/kitchenware_0001.usd filter=lfs diff=lfs merge=lfs -text
|
| 373 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/kitchenware_0002.usd filter=lfs diff=lfs merge=lfs -text
|
| 374 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/kitchenware_0003.usd filter=lfs diff=lfs merge=lfs -text
|
| 375 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/kitchenware_0004.usd filter=lfs diff=lfs merge=lfs -text
|
| 376 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/kitchenware_0005.usd filter=lfs diff=lfs merge=lfs -text
|
| 377 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/kitchenware_0006.usd filter=lfs diff=lfs merge=lfs -text
|
| 378 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/mirror_0002.usd filter=lfs diff=lfs merge=lfs -text
|
| 379 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/office_supply_0000.usd filter=lfs diff=lfs merge=lfs -text
|
| 380 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/office_supply_0001.usd filter=lfs diff=lfs merge=lfs -text
|
| 381 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ornament_0000.usd filter=lfs diff=lfs merge=lfs -text
|
| 382 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ornament_0001.usd filter=lfs diff=lfs merge=lfs -text
|
| 383 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ornament_0003.usd filter=lfs diff=lfs merge=lfs -text
|
| 384 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ornament_0004.usd filter=lfs diff=lfs merge=lfs -text
|
| 385 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ornament_0005.usd filter=lfs diff=lfs merge=lfs -text
|
| 386 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ornament_0006.usd filter=lfs diff=lfs merge=lfs -text
|
| 387 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ornament_0032.usd filter=lfs diff=lfs merge=lfs -text
|
| 388 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ornament_0035.usd filter=lfs diff=lfs merge=lfs -text
|
| 389 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ornament_0037.usd filter=lfs diff=lfs merge=lfs -text
|
| 390 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ornament_0038.usd filter=lfs diff=lfs merge=lfs -text
|
| 391 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ornament_0039.usd filter=lfs diff=lfs merge=lfs -text
|
| 392 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ornament_0042.usd filter=lfs diff=lfs merge=lfs -text
|
| 393 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ornament_0044.usd filter=lfs diff=lfs merge=lfs -text
|
| 394 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ornament_0045.usd filter=lfs diff=lfs merge=lfs -text
|
| 395 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/ornament_0046.usd filter=lfs diff=lfs merge=lfs -text
|
| 396 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/range_hood_0000.usd filter=lfs diff=lfs merge=lfs -text
|
| 397 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/sofa_0000.usd filter=lfs diff=lfs merge=lfs -text
|
| 398 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/sofa_0001.usd filter=lfs diff=lfs merge=lfs -text
|
| 399 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/stool_0000.usd filter=lfs diff=lfs merge=lfs -text
|
| 400 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/storage_0000.usd filter=lfs diff=lfs merge=lfs -text
|
| 401 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/storage_0001.usd filter=lfs diff=lfs merge=lfs -text
|
| 402 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/table_0001.usd filter=lfs diff=lfs merge=lfs -text
|
| 403 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/table_lamp_0000.usd filter=lfs diff=lfs merge=lfs -text
|
| 404 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/tooling_0000.usd filter=lfs diff=lfs merge=lfs -text
|
| 405 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/tray_0001.usd filter=lfs diff=lfs merge=lfs -text
|
| 406 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/vase_0000.usd filter=lfs diff=lfs merge=lfs -text
|
| 407 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/vase_0002.usd filter=lfs diff=lfs merge=lfs -text
|
| 408 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/vase_0003.usd filter=lfs diff=lfs merge=lfs -text
|
| 409 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/vase_0004.usd filter=lfs diff=lfs merge=lfs -text
|
| 410 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/vase_0006.usd filter=lfs diff=lfs merge=lfs -text
|
| 411 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/vase_0007.usd filter=lfs diff=lfs merge=lfs -text
|
| 412 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/vase_0008.usd filter=lfs diff=lfs merge=lfs -text
|
| 413 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/vase_0009.usd filter=lfs diff=lfs merge=lfs -text
|
| 414 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/vase_0010.usd filter=lfs diff=lfs merge=lfs -text
|
| 415 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/wall_0000.usd filter=lfs diff=lfs merge=lfs -text
|
| 416 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/wall_decoration_0000.usd filter=lfs diff=lfs merge=lfs -text
|
| 417 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/wall_decoration_0001.usd filter=lfs diff=lfs merge=lfs -text
|
| 418 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/wall_light_0000.usd filter=lfs diff=lfs merge=lfs -text
|
| 419 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/window_0000.usd filter=lfs diff=lfs merge=lfs -text
|
| 420 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/window_0001.usd filter=lfs diff=lfs merge=lfs -text
|
| 421 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/window_0002.usd filter=lfs diff=lfs merge=lfs -text
|
| 422 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/window_0003.usd filter=lfs diff=lfs merge=lfs -text
|
| 423 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/window_0004.usd filter=lfs diff=lfs merge=lfs -text
|
| 424 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/window_0005.usd filter=lfs diff=lfs merge=lfs -text
|
| 425 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/window_0006.usd filter=lfs diff=lfs merge=lfs -text
|
| 426 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/window_0007.usd filter=lfs diff=lfs merge=lfs -text
|
| 427 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/window_0008.usd filter=lfs diff=lfs merge=lfs -text
|
| 428 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/window_0009.usd filter=lfs diff=lfs merge=lfs -text
|
| 429 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/window_0010.usd filter=lfs diff=lfs merge=lfs -text
|
| 430 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/window_0011.usd filter=lfs diff=lfs merge=lfs -text
|
| 431 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/wine_set_0000.usd filter=lfs diff=lfs merge=lfs -text
|
| 432 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/wine_set_0001.usd filter=lfs diff=lfs merge=lfs -text
|
| 433 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/wine_set_0002.usd filter=lfs diff=lfs merge=lfs -text
|
| 434 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/wine_set_0003.usd filter=lfs diff=lfs merge=lfs -text
|
| 435 |
+
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/wine_set_0004.usd filter=lfs diff=lfs merge=lfs -text
|
| 436 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/wine_set_0005.usd filter=lfs diff=lfs merge=lfs -text
|
| 437 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/wine_set_0006.usd filter=lfs diff=lfs merge=lfs -text
|
| 438 |
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assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/assets/wine_set_0007.usd filter=lfs diff=lfs merge=lfs -text
|
assets/scenes/kujiale_0004_multitask/assets/pillow_0000.usd
CHANGED
|
Binary files a/assets/scenes/kujiale_0004_multitask/assets/pillow_0000.usd and b/assets/scenes/kujiale_0004_multitask/assets/pillow_0000.usd differ
|
|
|
assets/scenes/kujiale_0004_multitask/assets/pillow_0001.usd
CHANGED
|
Binary files a/assets/scenes/kujiale_0004_multitask/assets/pillow_0001.usd and b/assets/scenes/kujiale_0004_multitask/assets/pillow_0001.usd differ
|
|
|
assets/scenes/kujiale_0004_multitask/assets/pillow_0002.usd
CHANGED
|
Binary files a/assets/scenes/kujiale_0004_multitask/assets/pillow_0002.usd and b/assets/scenes/kujiale_0004_multitask/assets/pillow_0002.usd differ
|
|
|
assets/scenes/kujiale_0004_multitask/assets/pillow_0003.usd
CHANGED
|
Binary files a/assets/scenes/kujiale_0004_multitask/assets/pillow_0003.usd and b/assets/scenes/kujiale_0004_multitask/assets/pillow_0003.usd differ
|
|
|
assets/scenes/kujiale_0004_multitask/assets/pillow_0004.usd
CHANGED
|
Binary files a/assets/scenes/kujiale_0004_multitask/assets/pillow_0004.usd and b/assets/scenes/kujiale_0004_multitask/assets/pillow_0004.usd differ
|
|
|
assets/scenes/kujiale_0004_multitask/assets/pillow_0005.usd
CHANGED
|
Binary files a/assets/scenes/kujiale_0004_multitask/assets/pillow_0005.usd and b/assets/scenes/kujiale_0004_multitask/assets/pillow_0005.usd differ
|
|
|
assets/scenes/kujiale_0004_multitask/assets/pillow_0006.usd
CHANGED
|
Binary files a/assets/scenes/kujiale_0004_multitask/assets/pillow_0006.usd and b/assets/scenes/kujiale_0004_multitask/assets/pillow_0006.usd differ
|
|
|
assets/scenes/kujiale_0004_multitask/assets/pillow_0007.usd
CHANGED
|
Binary files a/assets/scenes/kujiale_0004_multitask/assets/pillow_0007.usd and b/assets/scenes/kujiale_0004_multitask/assets/pillow_0007.usd differ
|
|
|
assets/scenes/kujiale_0004_multitask/assets/pillow_0008.usd
CHANGED
|
Binary files a/assets/scenes/kujiale_0004_multitask/assets/pillow_0008.usd and b/assets/scenes/kujiale_0004_multitask/assets/pillow_0008.usd differ
|
|
|
assets/scenes/kujiale_0004_multitask/assets/pillow_0009.usd
CHANGED
|
Binary files a/assets/scenes/kujiale_0004_multitask/assets/pillow_0009.usd and b/assets/scenes/kujiale_0004_multitask/assets/pillow_0009.usd differ
|
|
|
assets/scenes/kujiale_0004_multitask/assets/pillow_0010.usd
CHANGED
|
Binary files a/assets/scenes/kujiale_0004_multitask/assets/pillow_0010.usd and b/assets/scenes/kujiale_0004_multitask/assets/pillow_0010.usd differ
|
|
|
assets/scenes/kujiale_0004_multitask/assets/pillow_0011.usd
CHANGED
|
Binary files a/assets/scenes/kujiale_0004_multitask/assets/pillow_0011.usd and b/assets/scenes/kujiale_0004_multitask/assets/pillow_0011.usd differ
|
|
|
assets/scenes/kujiale_0004_multitask/assets/throw_pillow_0000.usd
CHANGED
|
Binary files a/assets/scenes/kujiale_0004_multitask/assets/throw_pillow_0000.usd and b/assets/scenes/kujiale_0004_multitask/assets/throw_pillow_0000.usd differ
|
|
|
assets/scenes/kujiale_0004_multitask/assets/throw_pillow_0001.usd
CHANGED
|
Binary files a/assets/scenes/kujiale_0004_multitask/assets/throw_pillow_0001.usd and b/assets/scenes/kujiale_0004_multitask/assets/throw_pillow_0001.usd differ
|
|
|
assets/scenes/kujiale_0004_multitask/common.usdc
CHANGED
|
Binary files a/assets/scenes/kujiale_0004_multitask/common.usdc and b/assets/scenes/kujiale_0004_multitask/common.usdc differ
|
|
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0000.usd
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:795ef148eae658950e71b502804fad97ef5a15d4a42e5a3a4c5da81155eca8b9
|
| 3 |
+
size 2079371
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0001.usd
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:6bc94f57ad2a093057460a819a1d52d924c589801adf464d32cd0294a50e93be
|
| 3 |
+
size 2141641
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0002.usd
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:527023612463d0d17ee8f9808bcb5acd82346035fd30c75020ee504853830684
|
| 3 |
+
size 2389764
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0003.usd
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:a1b5c15c0620798d269d38e9fdbeb7cf471fec4bdbdeaccf534754c23cf261a1
|
| 3 |
+
size 2306903
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0004.usd
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:b3bf3ef3c96c599985469226af91e591a66c313d0a9658615de7a9e0e707ce35
|
| 3 |
+
size 549084
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0005.usd
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:c96ecc4e2caaafe6f734bc768ea818f59406e0fcd647d6a4623e1ec9a6f3e6f3
|
| 3 |
+
size 620366
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0006.usd
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:9f7bb6eed16c84b634220920e4d99ecac7cd26e34ba2793a11be9262e61b979a
|
| 3 |
+
size 1305215
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0007.usd
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:9f08319693bf3264146253d0325c6b94dacc4228ad79aa3ab396dc6eff6586b5
|
| 3 |
+
size 1284470
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0008.usd
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:5c651503f9225f2c228e45c0233a28f4d749d91ed3285222a4ab5468b21953e1
|
| 3 |
+
size 1874529
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0009.usd
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:ad68b328078ef57d5e6fced12cd3779793ff527dfa2a2d9d1961024c80e6022f
|
| 3 |
+
size 1830055
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0010.usd
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:b057fb78a3421d56ceeb04bc5d55653dcf643b2f2599b45a8a1e875462e21bcf
|
| 3 |
+
size 2040192
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/pillow_0011.usd
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:2e59571bb6107c8787a452701d7c05d59b426285a799de3bb4537a034ae102e7
|
| 3 |
+
size 1512704
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/throw_pillow_0000.usd
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:91e94aad3bb778cfa5dce74908b6b16f7a8348899c5edc260af3601528e4257b
|
| 3 |
+
size 466021
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_deformable/assets/throw_pillow_0001.usd
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:775dbd1fb45f265711a447d2e9d3aa36622970ac6684c4522fd5bf005447fc60
|
| 3 |
+
size 451566
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/BasicShapeMaterial.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 BasicShapeMaterial(
|
| 21 |
+
float4 Color = float4(0.9,0.9,0.9,1.0)
|
| 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 |
+
float SurfaceThickness_mdl = 0.01;
|
| 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 |
+
displacement: WorldPositionOffset_mdl,
|
| 56 |
+
two_sided: false);
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/M_59268dbcbc974b45eaafd427.mdl
ADDED
|
@@ -0,0 +1,66 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 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 M_59268dbcbc974b45eaafd427(
|
| 21 |
+
float4 GeneratedName_11172 = float4(1.0,1.0,1.0,0.0)
|
| 22 |
+
[[
|
| 23 |
+
anno::display_name("基础颜色"),
|
| 24 |
+
anno::ui_order(32)
|
| 25 |
+
]],
|
| 26 |
+
float Metallic = 1.0
|
| 27 |
+
[[
|
| 28 |
+
anno::display_name("Metallic"),
|
| 29 |
+
anno::ui_order(32)
|
| 30 |
+
]],
|
| 31 |
+
float GeneratedName_30544 = 0.0
|
| 32 |
+
[[
|
| 33 |
+
anno::display_name("高光度"),
|
| 34 |
+
anno::ui_order(32)
|
| 35 |
+
]],
|
| 36 |
+
float GeneratedName_8822 = 0.0
|
| 37 |
+
[[
|
| 38 |
+
anno::display_name("粗糙度"),
|
| 39 |
+
anno::ui_order(32)
|
| 40 |
+
]])
|
| 41 |
+
=
|
| 42 |
+
let {
|
| 43 |
+
float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
|
| 44 |
+
|
| 45 |
+
|
| 46 |
+
float3 Normal_mdl = float3(0.0,0.0,1.0);
|
| 47 |
+
|
| 48 |
+
float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
|
| 49 |
+
float OpacityMask_mdl = 1.0;
|
| 50 |
+
float3 BaseColor_mdl = float3(GeneratedName_11172.x,GeneratedName_11172.y,GeneratedName_11172.z);
|
| 51 |
+
float Metallic_mdl = Metallic;
|
| 52 |
+
float Specular_mdl = GeneratedName_30544;
|
| 53 |
+
float Roughness_mdl = GeneratedName_8822;
|
| 54 |
+
float SurfaceThickness_mdl = 0.01;
|
| 55 |
+
|
| 56 |
+
} in
|
| 57 |
+
::OmniUe4Base(
|
| 58 |
+
base_color: BaseColor_mdl,
|
| 59 |
+
metallic: Metallic_mdl,
|
| 60 |
+
roughness: Roughness_mdl,
|
| 61 |
+
specular: Specular_mdl,
|
| 62 |
+
normal: Normal_mdl,
|
| 63 |
+
opacity: OpacityMask_mdl,
|
| 64 |
+
emissive_color: EmissiveColor_mdl,
|
| 65 |
+
displacement: WorldPositionOffset_mdl,
|
| 66 |
+
two_sided: false);
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/M_BaseMaterial_twosided.mdl
ADDED
|
@@ -0,0 +1,290 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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| 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 M_BaseMaterial_twosided(
|
| 21 |
+
float IsNormalTex = 0.0
|
| 22 |
+
[[
|
| 23 |
+
anno::display_name("IsNormalTex"),
|
| 24 |
+
anno::ui_order(32),
|
| 25 |
+
anno::in_group("Normal")
|
| 26 |
+
]],
|
| 27 |
+
uniform texture_2d Normal_Tex = texture_2d("./Textures/4a2d007d836f394f3c52.png",::tex::gamma_linear)
|
| 28 |
+
[[
|
| 29 |
+
anno::display_name("Normal_Tex"),
|
| 30 |
+
anno::ui_order(32),
|
| 31 |
+
anno::in_group("Normal"),
|
| 32 |
+
sampler_normal()
|
| 33 |
+
]],
|
| 34 |
+
float4 Normal_UVA = float4(1.0,1.0,0.0,0.0)
|
| 35 |
+
[[
|
| 36 |
+
anno::display_name("Normal_UVA"),
|
| 37 |
+
anno::ui_order(32),
|
| 38 |
+
anno::in_group("Normal")
|
| 39 |
+
]],
|
| 40 |
+
float EmissiveIntensity = 0.0
|
| 41 |
+
[[
|
| 42 |
+
anno::display_name("EmissiveIntensity"),
|
| 43 |
+
anno::ui_order(32),
|
| 44 |
+
anno::in_group("EmissiveColor")
|
| 45 |
+
]],
|
| 46 |
+
float IsEmissiveTex = 0.0
|
| 47 |
+
[[
|
| 48 |
+
anno::display_name("IsEmissiveTex"),
|
| 49 |
+
anno::in_group("EmissiveColor")
|
| 50 |
+
]],
|
| 51 |
+
float4 Emissive_Color = float4(1.0,1.0,1.0,1.0)
|
| 52 |
+
[[
|
| 53 |
+
anno::display_name("Emissive_Color"),
|
| 54 |
+
anno::ui_order(32),
|
| 55 |
+
anno::in_group("EmissiveColor")
|
| 56 |
+
]],
|
| 57 |
+
uniform texture_2d Emissive_Tex = texture_2d("./Textures/419d93e5d7b7de8efd84.png",::tex::gamma_srgb)
|
| 58 |
+
[[
|
| 59 |
+
anno::display_name("Emissive_Tex"),
|
| 60 |
+
anno::ui_order(32),
|
| 61 |
+
anno::in_group("EmissiveColor"),
|
| 62 |
+
sampler_color()
|
| 63 |
+
]],
|
| 64 |
+
float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0)
|
| 65 |
+
[[
|
| 66 |
+
anno::display_name("Emissive_UVA"),
|
| 67 |
+
anno::ui_order(32),
|
| 68 |
+
anno::in_group("EmissiveColor")
|
| 69 |
+
]],
|
| 70 |
+
float IsBaseColorTex = 0.0
|
| 71 |
+
[[
|
| 72 |
+
anno::display_name("IsBaseColorTex"),
|
| 73 |
+
anno::in_group("BaseColor")
|
| 74 |
+
]],
|
| 75 |
+
float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0)
|
| 76 |
+
[[
|
| 77 |
+
anno::display_name("BaseColor_Color"),
|
| 78 |
+
anno::ui_order(32),
|
| 79 |
+
anno::in_group("BaseColor")
|
| 80 |
+
]],
|
| 81 |
+
uniform texture_2d BaseColor_Tex = texture_2d("./Textures/419d93e5d7b7de8efd84.png",::tex::gamma_srgb)
|
| 82 |
+
[[
|
| 83 |
+
anno::display_name("BaseColor_Tex"),
|
| 84 |
+
anno::ui_order(32),
|
| 85 |
+
anno::in_group("BaseColor"),
|
| 86 |
+
sampler_color()
|
| 87 |
+
]],
|
| 88 |
+
float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0)
|
| 89 |
+
[[
|
| 90 |
+
anno::display_name("BaseColor_UVA"),
|
| 91 |
+
anno::ui_order(32),
|
| 92 |
+
anno::in_group("BaseColor")
|
| 93 |
+
]],
|
| 94 |
+
float IsMetallicTex = 0.0
|
| 95 |
+
[[
|
| 96 |
+
anno::display_name("IsMetallicTex"),
|
| 97 |
+
anno::in_group("Metallic")
|
| 98 |
+
]],
|
| 99 |
+
float4 Metallic_Color = float4(0.0,0.0,0.0,1.0)
|
| 100 |
+
[[
|
| 101 |
+
anno::display_name("Metallic_Color"),
|
| 102 |
+
anno::ui_order(32),
|
| 103 |
+
anno::in_group("Metallic")
|
| 104 |
+
]],
|
| 105 |
+
uniform texture_2d Metallic_Tex = texture_2d("./Textures/419d93e5d7b7de8efd84.png",::tex::gamma_linear)
|
| 106 |
+
[[
|
| 107 |
+
anno::display_name("Metallic_Tex"),
|
| 108 |
+
anno::ui_order(32),
|
| 109 |
+
anno::in_group("Metallic"),
|
| 110 |
+
sampler_color()
|
| 111 |
+
]],
|
| 112 |
+
float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0)
|
| 113 |
+
[[
|
| 114 |
+
anno::display_name("Metallic_UVA"),
|
| 115 |
+
anno::ui_order(32),
|
| 116 |
+
anno::in_group("Metallic")
|
| 117 |
+
]],
|
| 118 |
+
float IsSpecularTex = 0.0
|
| 119 |
+
[[
|
| 120 |
+
anno::display_name("IsSpecularTex"),
|
| 121 |
+
anno::in_group("Specular")
|
| 122 |
+
]],
|
| 123 |
+
float4 Specular_Color = float4(1.0,1.0,1.0,1.0)
|
| 124 |
+
[[
|
| 125 |
+
anno::display_name("Specular_Color"),
|
| 126 |
+
anno::ui_order(32),
|
| 127 |
+
anno::in_group("Specular")
|
| 128 |
+
]],
|
| 129 |
+
uniform texture_2d Specular_Tex = texture_2d("./Textures/419d93e5d7b7de8efd84.png",::tex::gamma_linear)
|
| 130 |
+
[[
|
| 131 |
+
anno::display_name("Specular_Tex"),
|
| 132 |
+
anno::ui_order(32),
|
| 133 |
+
anno::in_group("Specular"),
|
| 134 |
+
sampler_color()
|
| 135 |
+
]],
|
| 136 |
+
float4 Specular_UVA = float4(1.0,1.0,0.0,0.0)
|
| 137 |
+
[[
|
| 138 |
+
anno::display_name("Specular_UVA"),
|
| 139 |
+
anno::ui_order(32),
|
| 140 |
+
anno::in_group("Specular")
|
| 141 |
+
]],
|
| 142 |
+
float IsGlossTex = 0.0
|
| 143 |
+
[[
|
| 144 |
+
anno::display_name("IsGlossTex"),
|
| 145 |
+
anno::in_group("Roughness")
|
| 146 |
+
]],
|
| 147 |
+
float4 Gloss_Color = float4(0.1,0.1,0.1,1.0)
|
| 148 |
+
[[
|
| 149 |
+
anno::display_name("Gloss_Color"),
|
| 150 |
+
anno::ui_order(32),
|
| 151 |
+
anno::in_group("Roughness")
|
| 152 |
+
]],
|
| 153 |
+
uniform texture_2d Gloss_Tex = texture_2d("./Textures/419d93e5d7b7de8efd84.png",::tex::gamma_linear)
|
| 154 |
+
[[
|
| 155 |
+
anno::display_name("Gloss_Tex"),
|
| 156 |
+
anno::ui_order(32),
|
| 157 |
+
anno::in_group("Roughness"),
|
| 158 |
+
sampler_color()
|
| 159 |
+
]],
|
| 160 |
+
float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0)
|
| 161 |
+
[[
|
| 162 |
+
anno::display_name("Gloss_UVA"),
|
| 163 |
+
anno::ui_order(32),
|
| 164 |
+
anno::in_group("Roughness")
|
| 165 |
+
]],
|
| 166 |
+
float PolygonOffset = 0.0
|
| 167 |
+
[[
|
| 168 |
+
anno::display_name("PolygonOffset"),
|
| 169 |
+
anno::ui_order(32),
|
| 170 |
+
anno::in_group("WorldPosition")
|
| 171 |
+
]],
|
| 172 |
+
int MaxTexCoordIndex = 3
|
| 173 |
+
[[
|
| 174 |
+
anno::hidden()
|
| 175 |
+
]])
|
| 176 |
+
=
|
| 177 |
+
let {
|
| 178 |
+
float3 Local82 = ::camera_position();
|
| 179 |
+
float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0));
|
| 180 |
+
float3 Local84 = math::normalize(Local83);
|
| 181 |
+
float3 Local85 = (Local84 * PolygonOffset);
|
| 182 |
+
|
| 183 |
+
float3 WorldPositionOffset_mdl = Local85;
|
| 184 |
+
float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
|
| 185 |
+
|
| 186 |
+
float2 Local0 = (float2(0.5,0.5) * -1.0);
|
| 187 |
+
float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x);
|
| 188 |
+
float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y);
|
| 189 |
+
float2 Local3 = (Local0 + float2(Local1,Local2));
|
| 190 |
+
float Local4 = (3.141592 * -2.0);
|
| 191 |
+
float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4);
|
| 192 |
+
float Local6 = (Local5 * 6.283185);
|
| 193 |
+
float Local7 = math::cos(Local6);
|
| 194 |
+
float Local8 = math::sin(Local6);
|
| 195 |
+
float Local9 = (Local8 * -1.0);
|
| 196 |
+
float Local10 = math::dot(Local3, float2(Local7,Local9));
|
| 197 |
+
float Local11 = math::dot(Local3, float2(Local8,Local7));
|
| 198 |
+
float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11));
|
| 199 |
+
float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat));
|
| 200 |
+
float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z));
|
| 201 |
+
|
| 202 |
+
float3 Normal_mdl = Local14;
|
| 203 |
+
|
| 204 |
+
float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x);
|
| 205 |
+
float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y);
|
| 206 |
+
float2 Local17 = (Local0 + float2(Local15,Local16));
|
| 207 |
+
float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4);
|
| 208 |
+
float Local19 = (Local18 * 6.283185);
|
| 209 |
+
float Local20 = math::cos(Local19);
|
| 210 |
+
float Local21 = math::sin(Local19);
|
| 211 |
+
float Local22 = (Local21 * -1.0);
|
| 212 |
+
float Local23 = math::dot(Local17, float2(Local20,Local22));
|
| 213 |
+
float Local24 = math::dot(Local17, float2(Local21,Local20));
|
| 214 |
+
float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24));
|
| 215 |
+
float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 216 |
+
float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z));
|
| 217 |
+
float3 Local28 = (EmissiveIntensity * Local27);
|
| 218 |
+
float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x);
|
| 219 |
+
float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y);
|
| 220 |
+
float2 Local31 = (Local0 + float2(Local29,Local30));
|
| 221 |
+
float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4);
|
| 222 |
+
float Local33 = (Local32 * 6.283185);
|
| 223 |
+
float Local34 = math::cos(Local33);
|
| 224 |
+
float Local35 = math::sin(Local33);
|
| 225 |
+
float Local36 = (Local35 * -1.0);
|
| 226 |
+
float Local37 = math::dot(Local31, float2(Local34,Local36));
|
| 227 |
+
float Local38 = math::dot(Local31, float2(Local35,Local34));
|
| 228 |
+
float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38));
|
| 229 |
+
float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 230 |
+
float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z));
|
| 231 |
+
float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x);
|
| 232 |
+
float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y);
|
| 233 |
+
float2 Local44 = (Local0 + float2(Local42,Local43));
|
| 234 |
+
float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4);
|
| 235 |
+
float Local46 = (Local45 * 6.283185);
|
| 236 |
+
float Local47 = math::cos(Local46);
|
| 237 |
+
float Local48 = math::sin(Local46);
|
| 238 |
+
float Local49 = (Local48 * -1.0);
|
| 239 |
+
float Local50 = math::dot(Local44, float2(Local47,Local49));
|
| 240 |
+
float Local51 = math::dot(Local44, float2(Local48,Local47));
|
| 241 |
+
float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51));
|
| 242 |
+
float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 243 |
+
float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z));
|
| 244 |
+
float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x);
|
| 245 |
+
float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y);
|
| 246 |
+
float2 Local57 = (Local0 + float2(Local55,Local56));
|
| 247 |
+
float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4);
|
| 248 |
+
float Local59 = (Local58 * 6.283185);
|
| 249 |
+
float Local60 = math::cos(Local59);
|
| 250 |
+
float Local61 = math::sin(Local59);
|
| 251 |
+
float Local62 = (Local61 * -1.0);
|
| 252 |
+
float Local63 = math::dot(Local57, float2(Local60,Local62));
|
| 253 |
+
float Local64 = math::dot(Local57, float2(Local61,Local60));
|
| 254 |
+
float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64));
|
| 255 |
+
float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 256 |
+
float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z));
|
| 257 |
+
float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x);
|
| 258 |
+
float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y);
|
| 259 |
+
float2 Local70 = (Local0 + float2(Local68,Local69));
|
| 260 |
+
float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4);
|
| 261 |
+
float Local72 = (Local71 * 6.283185);
|
| 262 |
+
float Local73 = math::cos(Local72);
|
| 263 |
+
float Local74 = math::sin(Local72);
|
| 264 |
+
float Local75 = (Local74 * -1.0);
|
| 265 |
+
float Local76 = math::dot(Local70, float2(Local73,Local75));
|
| 266 |
+
float Local77 = math::dot(Local70, float2(Local74,Local73));
|
| 267 |
+
float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77));
|
| 268 |
+
float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 269 |
+
float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z));
|
| 270 |
+
float3 Local81 = (1.0 - Local80);
|
| 271 |
+
|
| 272 |
+
float3 EmissiveColor_mdl = Local28;
|
| 273 |
+
float OpacityMask_mdl = 1.0;
|
| 274 |
+
float3 BaseColor_mdl = Local41;
|
| 275 |
+
float Metallic_mdl = Local54.x;
|
| 276 |
+
float Specular_mdl = Local67.x;
|
| 277 |
+
float Roughness_mdl = Local81.x;
|
| 278 |
+
float SurfaceThickness_mdl = 0.01;
|
| 279 |
+
|
| 280 |
+
} in
|
| 281 |
+
::OmniUe4Base(
|
| 282 |
+
base_color: BaseColor_mdl,
|
| 283 |
+
metallic: Metallic_mdl,
|
| 284 |
+
roughness: Roughness_mdl,
|
| 285 |
+
specular: Specular_mdl,
|
| 286 |
+
normal: Normal_mdl,
|
| 287 |
+
opacity: OpacityMask_mdl,
|
| 288 |
+
emissive_color: EmissiveColor_mdl,
|
| 289 |
+
displacement: WorldPositionOffset_mdl,
|
| 290 |
+
two_sided: true);
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/M_TranslucentMaterial.mdl
ADDED
|
@@ -0,0 +1,313 @@
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|
|
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|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
| 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 M_TranslucentMaterial(
|
| 21 |
+
float IsNormalTex = 0.0
|
| 22 |
+
[[
|
| 23 |
+
anno::display_name("IsNormalTex"),
|
| 24 |
+
anno::ui_order(32),
|
| 25 |
+
anno::in_group("Normal")
|
| 26 |
+
]],
|
| 27 |
+
uniform texture_2d Normal_Tex = texture_2d("./Textures/4a2d007d836f394f3c52.png",::tex::gamma_linear)
|
| 28 |
+
[[
|
| 29 |
+
anno::display_name("Normal_Tex"),
|
| 30 |
+
anno::ui_order(32),
|
| 31 |
+
anno::in_group("Normal"),
|
| 32 |
+
sampler_normal()
|
| 33 |
+
]],
|
| 34 |
+
float4 Normal_UVA = float4(1.0,1.0,0.0,0.0)
|
| 35 |
+
[[
|
| 36 |
+
anno::display_name("Normal_UVA"),
|
| 37 |
+
anno::ui_order(32),
|
| 38 |
+
anno::in_group("Normal")
|
| 39 |
+
]],
|
| 40 |
+
float EmissiveIntensity = 0.0
|
| 41 |
+
[[
|
| 42 |
+
anno::display_name("EmissiveIntensity"),
|
| 43 |
+
anno::ui_order(32),
|
| 44 |
+
anno::in_group("EmissiveColor")
|
| 45 |
+
]],
|
| 46 |
+
float IsEmissiveTex = 0.0
|
| 47 |
+
[[
|
| 48 |
+
anno::display_name("IsEmissiveTex"),
|
| 49 |
+
anno::in_group("EmissiveColor")
|
| 50 |
+
]],
|
| 51 |
+
float4 Emissive_Color = float4(1.0,1.0,1.0,1.0)
|
| 52 |
+
[[
|
| 53 |
+
anno::display_name("Emissive_Color"),
|
| 54 |
+
anno::ui_order(32),
|
| 55 |
+
anno::in_group("EmissiveColor")
|
| 56 |
+
]],
|
| 57 |
+
uniform texture_2d Emissive_Tex = texture_2d("./Textures/419d93e5d7b7de8efd84.png",::tex::gamma_srgb)
|
| 58 |
+
[[
|
| 59 |
+
anno::display_name("Emissive_Tex"),
|
| 60 |
+
anno::ui_order(32),
|
| 61 |
+
anno::in_group("EmissiveColor"),
|
| 62 |
+
sampler_color()
|
| 63 |
+
]],
|
| 64 |
+
float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0)
|
| 65 |
+
[[
|
| 66 |
+
anno::display_name("Emissive_UVA"),
|
| 67 |
+
anno::ui_order(32),
|
| 68 |
+
anno::in_group("EmissiveColor")
|
| 69 |
+
]],
|
| 70 |
+
float IsBaseColorTex = 0.0
|
| 71 |
+
[[
|
| 72 |
+
anno::display_name("IsBaseColorTex"),
|
| 73 |
+
anno::in_group("BaseColor")
|
| 74 |
+
]],
|
| 75 |
+
float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0)
|
| 76 |
+
[[
|
| 77 |
+
anno::display_name("BaseColor_Color"),
|
| 78 |
+
anno::ui_order(32),
|
| 79 |
+
anno::in_group("BaseColor")
|
| 80 |
+
]],
|
| 81 |
+
uniform texture_2d BaseColor_Tex = texture_2d("./Textures/419d93e5d7b7de8efd84.png",::tex::gamma_srgb)
|
| 82 |
+
[[
|
| 83 |
+
anno::display_name("BaseColor_Tex"),
|
| 84 |
+
anno::ui_order(32),
|
| 85 |
+
anno::in_group("BaseColor"),
|
| 86 |
+
sampler_color()
|
| 87 |
+
]],
|
| 88 |
+
float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0)
|
| 89 |
+
[[
|
| 90 |
+
anno::display_name("BaseColor_UVA"),
|
| 91 |
+
anno::ui_order(32),
|
| 92 |
+
anno::in_group("BaseColor")
|
| 93 |
+
]],
|
| 94 |
+
float IsMetallicTex = 0.0
|
| 95 |
+
[[
|
| 96 |
+
anno::display_name("IsMetallicTex"),
|
| 97 |
+
anno::in_group("Metallic")
|
| 98 |
+
]],
|
| 99 |
+
float4 Metallic_Color = float4(0.0,0.0,0.0,1.0)
|
| 100 |
+
[[
|
| 101 |
+
anno::display_name("Metallic_Color"),
|
| 102 |
+
anno::ui_order(32),
|
| 103 |
+
anno::in_group("Metallic")
|
| 104 |
+
]],
|
| 105 |
+
uniform texture_2d Metallic_Tex = texture_2d("./Textures/419d93e5d7b7de8efd84.png",::tex::gamma_linear)
|
| 106 |
+
[[
|
| 107 |
+
anno::display_name("Metallic_Tex"),
|
| 108 |
+
anno::ui_order(32),
|
| 109 |
+
anno::in_group("Metallic"),
|
| 110 |
+
sampler_color()
|
| 111 |
+
]],
|
| 112 |
+
float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0)
|
| 113 |
+
[[
|
| 114 |
+
anno::display_name("Metallic_UVA"),
|
| 115 |
+
anno::ui_order(32),
|
| 116 |
+
anno::in_group("Metallic")
|
| 117 |
+
]],
|
| 118 |
+
float IsSpecularTex = 0.0
|
| 119 |
+
[[
|
| 120 |
+
anno::display_name("IsSpecularTex"),
|
| 121 |
+
anno::in_group("Specular")
|
| 122 |
+
]],
|
| 123 |
+
float4 Specular_Color = float4(1.0,1.0,1.0,1.0)
|
| 124 |
+
[[
|
| 125 |
+
anno::display_name("Specular_Color"),
|
| 126 |
+
anno::ui_order(32),
|
| 127 |
+
anno::in_group("Specular")
|
| 128 |
+
]],
|
| 129 |
+
uniform texture_2d Specular_Tex = texture_2d("./Textures/419d93e5d7b7de8efd84.png",::tex::gamma_linear)
|
| 130 |
+
[[
|
| 131 |
+
anno::display_name("Specular_Tex"),
|
| 132 |
+
anno::ui_order(32),
|
| 133 |
+
anno::in_group("Specular"),
|
| 134 |
+
sampler_color()
|
| 135 |
+
]],
|
| 136 |
+
float4 Specular_UVA = float4(1.0,1.0,0.0,0.0)
|
| 137 |
+
[[
|
| 138 |
+
anno::display_name("Specular_UVA"),
|
| 139 |
+
anno::ui_order(32),
|
| 140 |
+
anno::in_group("Specular")
|
| 141 |
+
]],
|
| 142 |
+
float IsGlossTex = 0.0
|
| 143 |
+
[[
|
| 144 |
+
anno::display_name("IsGlossTex"),
|
| 145 |
+
anno::in_group("Roughness")
|
| 146 |
+
]],
|
| 147 |
+
float4 Gloss_Color = float4(0.1,0.1,0.1,1.0)
|
| 148 |
+
[[
|
| 149 |
+
anno::display_name("Gloss_Color"),
|
| 150 |
+
anno::ui_order(32),
|
| 151 |
+
anno::in_group("Roughness")
|
| 152 |
+
]],
|
| 153 |
+
uniform texture_2d Gloss_Tex = texture_2d("./Textures/419d93e5d7b7de8efd84.png",::tex::gamma_linear)
|
| 154 |
+
[[
|
| 155 |
+
anno::display_name("Gloss_Tex"),
|
| 156 |
+
anno::ui_order(32),
|
| 157 |
+
anno::in_group("Roughness"),
|
| 158 |
+
sampler_color()
|
| 159 |
+
]],
|
| 160 |
+
float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0)
|
| 161 |
+
[[
|
| 162 |
+
anno::display_name("Gloss_UVA"),
|
| 163 |
+
anno::ui_order(32),
|
| 164 |
+
anno::in_group("Roughness")
|
| 165 |
+
]],
|
| 166 |
+
float Opacity = 0.5
|
| 167 |
+
[[
|
| 168 |
+
anno::display_name("Opacity"),
|
| 169 |
+
anno::ui_order(32),
|
| 170 |
+
anno::in_group("Translucent")
|
| 171 |
+
]],
|
| 172 |
+
float PolygonOffset = 0.0
|
| 173 |
+
[[
|
| 174 |
+
anno::display_name("PolygonOffset"),
|
| 175 |
+
anno::ui_order(32),
|
| 176 |
+
anno::in_group("WorldPosition")
|
| 177 |
+
]],
|
| 178 |
+
uniform float SwitchRefraction = 0.0
|
| 179 |
+
[[
|
| 180 |
+
anno::display_name("SwitchRefraction"),
|
| 181 |
+
anno::ui_order(32),
|
| 182 |
+
anno::in_group("Refraction")
|
| 183 |
+
]],
|
| 184 |
+
uniform float FresnelB = 1.517
|
| 185 |
+
[[
|
| 186 |
+
anno::display_name("FresnelB"),
|
| 187 |
+
anno::ui_order(32),
|
| 188 |
+
anno::in_group("Refraction")
|
| 189 |
+
]],
|
| 190 |
+
int MaxTexCoordIndex = 3
|
| 191 |
+
[[
|
| 192 |
+
anno::hidden()
|
| 193 |
+
]])
|
| 194 |
+
=
|
| 195 |
+
let {
|
| 196 |
+
float3 Local82 = ::camera_position();
|
| 197 |
+
float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0));
|
| 198 |
+
float3 Local84 = math::normalize(Local83);
|
| 199 |
+
float3 Local85 = (Local84 * PolygonOffset);
|
| 200 |
+
|
| 201 |
+
float3 WorldPositionOffset_mdl = Local85;
|
| 202 |
+
float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
|
| 203 |
+
|
| 204 |
+
float2 Local0 = (float2(0.5,0.5) * -1.0);
|
| 205 |
+
float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x);
|
| 206 |
+
float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y);
|
| 207 |
+
float2 Local3 = (Local0 + float2(Local1,Local2));
|
| 208 |
+
float Local4 = (3.141592 * -2.0);
|
| 209 |
+
float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4);
|
| 210 |
+
float Local6 = (Local5 * 6.283185);
|
| 211 |
+
float Local7 = math::cos(Local6);
|
| 212 |
+
float Local8 = math::sin(Local6);
|
| 213 |
+
float Local9 = (Local8 * -1.0);
|
| 214 |
+
float Local10 = math::dot(Local3, float2(Local7,Local9));
|
| 215 |
+
float Local11 = math::dot(Local3, float2(Local8,Local7));
|
| 216 |
+
float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11));
|
| 217 |
+
float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat));
|
| 218 |
+
float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z));
|
| 219 |
+
|
| 220 |
+
float3 Normal_mdl = Local14;
|
| 221 |
+
|
| 222 |
+
float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x);
|
| 223 |
+
float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y);
|
| 224 |
+
float2 Local17 = (Local0 + float2(Local15,Local16));
|
| 225 |
+
float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4);
|
| 226 |
+
float Local19 = (Local18 * 6.283185);
|
| 227 |
+
float Local20 = math::cos(Local19);
|
| 228 |
+
float Local21 = math::sin(Local19);
|
| 229 |
+
float Local22 = (Local21 * -1.0);
|
| 230 |
+
float Local23 = math::dot(Local17, float2(Local20,Local22));
|
| 231 |
+
float Local24 = math::dot(Local17, float2(Local21,Local20));
|
| 232 |
+
float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24));
|
| 233 |
+
float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 234 |
+
float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z));
|
| 235 |
+
float3 Local28 = (EmissiveIntensity * Local27);
|
| 236 |
+
float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x);
|
| 237 |
+
float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y);
|
| 238 |
+
float2 Local31 = (Local0 + float2(Local29,Local30));
|
| 239 |
+
float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4);
|
| 240 |
+
float Local33 = (Local32 * 6.283185);
|
| 241 |
+
float Local34 = math::cos(Local33);
|
| 242 |
+
float Local35 = math::sin(Local33);
|
| 243 |
+
float Local36 = (Local35 * -1.0);
|
| 244 |
+
float Local37 = math::dot(Local31, float2(Local34,Local36));
|
| 245 |
+
float Local38 = math::dot(Local31, float2(Local35,Local34));
|
| 246 |
+
float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38));
|
| 247 |
+
float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 248 |
+
float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z));
|
| 249 |
+
float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x);
|
| 250 |
+
float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y);
|
| 251 |
+
float2 Local44 = (Local0 + float2(Local42,Local43));
|
| 252 |
+
float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4);
|
| 253 |
+
float Local46 = (Local45 * 6.283185);
|
| 254 |
+
float Local47 = math::cos(Local46);
|
| 255 |
+
float Local48 = math::sin(Local46);
|
| 256 |
+
float Local49 = (Local48 * -1.0);
|
| 257 |
+
float Local50 = math::dot(Local44, float2(Local47,Local49));
|
| 258 |
+
float Local51 = math::dot(Local44, float2(Local48,Local47));
|
| 259 |
+
float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51));
|
| 260 |
+
float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 261 |
+
float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z));
|
| 262 |
+
float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x);
|
| 263 |
+
float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y);
|
| 264 |
+
float2 Local57 = (Local0 + float2(Local55,Local56));
|
| 265 |
+
float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4);
|
| 266 |
+
float Local59 = (Local58 * 6.283185);
|
| 267 |
+
float Local60 = math::cos(Local59);
|
| 268 |
+
float Local61 = math::sin(Local59);
|
| 269 |
+
float Local62 = (Local61 * -1.0);
|
| 270 |
+
float Local63 = math::dot(Local57, float2(Local60,Local62));
|
| 271 |
+
float Local64 = math::dot(Local57, float2(Local61,Local60));
|
| 272 |
+
float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64));
|
| 273 |
+
float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 274 |
+
float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z));
|
| 275 |
+
float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x);
|
| 276 |
+
float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y);
|
| 277 |
+
float2 Local70 = (Local0 + float2(Local68,Local69));
|
| 278 |
+
float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4);
|
| 279 |
+
float Local72 = (Local71 * 6.283185);
|
| 280 |
+
float Local73 = math::cos(Local72);
|
| 281 |
+
float Local74 = math::sin(Local72);
|
| 282 |
+
float Local75 = (Local74 * -1.0);
|
| 283 |
+
float Local76 = math::dot(Local70, float2(Local73,Local75));
|
| 284 |
+
float Local77 = math::dot(Local70, float2(Local74,Local73));
|
| 285 |
+
float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77));
|
| 286 |
+
float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 287 |
+
float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z));
|
| 288 |
+
float3 Local81 = (1.0 - Local80);
|
| 289 |
+
float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB);
|
| 290 |
+
|
| 291 |
+
float3 EmissiveColor_mdl = Local28;
|
| 292 |
+
float Opacity_mdl = Opacity;
|
| 293 |
+
float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f;
|
| 294 |
+
float3 BaseColor_mdl = Local41;
|
| 295 |
+
float Metallic_mdl = Local54.x;
|
| 296 |
+
float Specular_mdl = Local67.x;
|
| 297 |
+
float Roughness_mdl = Local81.x;
|
| 298 |
+
float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f);
|
| 299 |
+
float SurfaceThickness_mdl = 0.01;
|
| 300 |
+
|
| 301 |
+
} in
|
| 302 |
+
::OmniUe4Translucent(
|
| 303 |
+
base_color: BaseColor_mdl,
|
| 304 |
+
metallic: Metallic_mdl,
|
| 305 |
+
roughness: Roughness_mdl,
|
| 306 |
+
specular: Specular_mdl,
|
| 307 |
+
normal: Normal_mdl,
|
| 308 |
+
opacity: Opacity_mdl,
|
| 309 |
+
opacity_mask: OpacityMask_mdl,
|
| 310 |
+
emissive_color: EmissiveColor_mdl,
|
| 311 |
+
displacement: WorldPositionOffset_mdl,
|
| 312 |
+
refraction: Refraction_mdl.x,
|
| 313 |
+
two_sided: false);
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/OmniUe4Base.mdl
ADDED
|
@@ -0,0 +1,224 @@
|
|
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|
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|
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|
|
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|
|
|
|
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|
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|
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|
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|
|
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|
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|
|
|
|
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|
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|
|
|
|
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|
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|
|
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|
|
|
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|
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|
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|
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|
|
|
|
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|
|
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|
|
|
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|
|
|
|
|
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|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
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|
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|
|
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|
|
|
|
|
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|
|
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|
|
|
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|
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|
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|
|
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|
|
|
|
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|
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|
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|
|
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|
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|
|
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|
|
|
|
|
|
|
|
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|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
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|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 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 |
+
float3 world_space_normal(
|
| 69 |
+
float3 normal = float3(0.0,0.0,1.0),
|
| 70 |
+
float3 tangent_u = state::texture_tangent_u(0),
|
| 71 |
+
float3 tangent_v = state::texture_tangent_v(0)
|
| 72 |
+
)
|
| 73 |
+
[[
|
| 74 |
+
anno::description("Interprets the vector in world space"),
|
| 75 |
+
anno::noinline()
|
| 76 |
+
]]
|
| 77 |
+
{
|
| 78 |
+
return tangent_space_normal(
|
| 79 |
+
math::normalize(
|
| 80 |
+
normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) -
|
| 81 |
+
normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) +
|
| 82 |
+
normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)),
|
| 83 |
+
tangent_u,
|
| 84 |
+
tangent_v
|
| 85 |
+
);
|
| 86 |
+
}
|
| 87 |
+
|
| 88 |
+
export material OmniUe4Base(
|
| 89 |
+
float3 base_color = float3(0.0, 0.0, 0.0),
|
| 90 |
+
float metallic = 0.0,
|
| 91 |
+
float roughness = 0.5,
|
| 92 |
+
float specular = 0.5,
|
| 93 |
+
float3 normal = float3(0.0,0.0,1.0),
|
| 94 |
+
float clearcoat_weight = 0.0,
|
| 95 |
+
float clearcoat_roughness = 0.0,
|
| 96 |
+
float3 clearcoat_normal = float3(0.0,0.0,1.0),
|
| 97 |
+
uniform bool enable_opacity = true,
|
| 98 |
+
float opacity = 1.0,
|
| 99 |
+
float3 emissive_color = float3(0.0, 0.0, 0.0),
|
| 100 |
+
float3 displacement = float3(0.0),
|
| 101 |
+
uniform bool is_tangent_space_normal = true,
|
| 102 |
+
uniform bool two_sided = false,
|
| 103 |
+
uniform bool is_unlit = false
|
| 104 |
+
)
|
| 105 |
+
[[
|
| 106 |
+
anno::display_name("Omni UE4 Base"),
|
| 107 |
+
anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"),
|
| 108 |
+
anno::version( 1, 0, 0),
|
| 109 |
+
anno::author("NVIDIA CORPORATION"),
|
| 110 |
+
anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic"))
|
| 111 |
+
]]
|
| 112 |
+
= let {
|
| 113 |
+
color final_base_color = math::saturate(base_color);
|
| 114 |
+
float final_metallic = math::saturate(metallic);
|
| 115 |
+
float final_roughness = math::saturate(roughness);
|
| 116 |
+
float final_specular = math::saturate(specular);
|
| 117 |
+
color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/
|
| 118 |
+
float final_clearcoat_weight = math::saturate(clearcoat_weight);
|
| 119 |
+
float final_clearcoat_roughness = math::saturate(clearcoat_roughness);
|
| 120 |
+
float3 final_normal = math::normalize(normal);
|
| 121 |
+
float3 final_clearcoat_normal = math::normalize(clearcoat_normal);
|
| 122 |
+
|
| 123 |
+
// - compute final roughness by squaring the "roughness" parameter
|
| 124 |
+
float alpha = final_roughness * final_roughness;
|
| 125 |
+
// reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering
|
| 126 |
+
float grazing_refl = math::max((1.0 - final_roughness), 0.0);
|
| 127 |
+
|
| 128 |
+
float3 the_normal = is_unlit ? state::normal() :
|
| 129 |
+
(is_tangent_space_normal ?
|
| 130 |
+
tangent_space_normal(
|
| 131 |
+
normal: final_normal,
|
| 132 |
+
tangent_u: state::texture_tangent_u(0),
|
| 133 |
+
tangent_v: state::texture_tangent_v(0)
|
| 134 |
+
) : world_space_normal(
|
| 135 |
+
normal: final_normal,
|
| 136 |
+
tangent_u: state::texture_tangent_u(0),
|
| 137 |
+
tangent_v: state::texture_tangent_v(0)
|
| 138 |
+
));
|
| 139 |
+
|
| 140 |
+
// for the dielectric component we layer the glossy component on top of the diffuse one,
|
| 141 |
+
// the glossy layer has no color tint
|
| 142 |
+
|
| 143 |
+
bsdf dielectric_component = df::custom_curve_layer(
|
| 144 |
+
weight: final_specular,
|
| 145 |
+
normal_reflectivity: 0.08,
|
| 146 |
+
grazing_reflectivity: grazing_refl,
|
| 147 |
+
layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha),
|
| 148 |
+
base: df::diffuse_reflection_bsdf(tint: final_base_color),
|
| 149 |
+
normal: the_normal);
|
| 150 |
+
|
| 151 |
+
// the metallic component doesn't have a diffuse component, it's only glossy
|
| 152 |
+
// base_color is applied to tint it
|
| 153 |
+
bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha);
|
| 154 |
+
|
| 155 |
+
// final BSDF is a linear blend between dielectric and metallic component
|
| 156 |
+
bsdf dielectric_metal_mix =
|
| 157 |
+
df::normalized_mix(
|
| 158 |
+
components:
|
| 159 |
+
df::bsdf_component[](
|
| 160 |
+
df::bsdf_component(
|
| 161 |
+
component: metallic_component,
|
| 162 |
+
weight: final_metallic),
|
| 163 |
+
df::bsdf_component(
|
| 164 |
+
component: dielectric_component,
|
| 165 |
+
weight: 1.0-final_metallic)
|
| 166 |
+
)
|
| 167 |
+
);
|
| 168 |
+
|
| 169 |
+
// clearcoat layer
|
| 170 |
+
float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0);
|
| 171 |
+
float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness;
|
| 172 |
+
|
| 173 |
+
float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal(
|
| 174 |
+
normal: final_clearcoat_normal,
|
| 175 |
+
tangent_u: state::texture_tangent_u(0),
|
| 176 |
+
tangent_v: state::texture_tangent_v(0)
|
| 177 |
+
) : world_space_normal(
|
| 178 |
+
normal: final_clearcoat_normal,
|
| 179 |
+
tangent_u: state::texture_tangent_u(0),
|
| 180 |
+
tangent_v: state::texture_tangent_v(0)
|
| 181 |
+
);
|
| 182 |
+
|
| 183 |
+
|
| 184 |
+
bsdf clearcoat =
|
| 185 |
+
df::custom_curve_layer(
|
| 186 |
+
base: df::weighted_layer(
|
| 187 |
+
layer: dielectric_metal_mix,
|
| 188 |
+
weight: 1.0,
|
| 189 |
+
normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal
|
| 190 |
+
),
|
| 191 |
+
layer: df::microfacet_ggx_smith_bsdf(
|
| 192 |
+
roughness_u: clearcoat_alpha,
|
| 193 |
+
tint: color(1.0)
|
| 194 |
+
),
|
| 195 |
+
normal_reflectivity: 0.04,
|
| 196 |
+
grazing_reflectivity: clearcoat_grazing_refl,
|
| 197 |
+
normal: the_clearcoat_normal,
|
| 198 |
+
weight: final_clearcoat_weight
|
| 199 |
+
);
|
| 200 |
+
bsdf surface = is_unlit ? bsdf() : clearcoat;
|
| 201 |
+
}
|
| 202 |
+
in material(
|
| 203 |
+
thin_walled: two_sided, // Graphene?
|
| 204 |
+
surface: material_surface(
|
| 205 |
+
scattering: surface,
|
| 206 |
+
emission:
|
| 207 |
+
material_emission (
|
| 208 |
+
emission: df::diffuse_edf (),
|
| 209 |
+
intensity: final_emissive_color
|
| 210 |
+
)
|
| 211 |
+
),
|
| 212 |
+
backface: material_surface(
|
| 213 |
+
emission:
|
| 214 |
+
material_emission (
|
| 215 |
+
emission: df::diffuse_edf (),
|
| 216 |
+
intensity: final_emissive_color
|
| 217 |
+
)
|
| 218 |
+
),
|
| 219 |
+
geometry: material_geometry(
|
| 220 |
+
displacement: displacement,
|
| 221 |
+
normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(),
|
| 222 |
+
cutout_opacity: enable_opacity ? opacity : 1.0
|
| 223 |
+
)
|
| 224 |
+
);
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/OmniUe4Function.mdl
ADDED
|
@@ -0,0 +1,1413 @@
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|
| 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 1.6;
|
| 32 |
+
|
| 33 |
+
import ::df::*;
|
| 34 |
+
import ::state::*;
|
| 35 |
+
import ::math::*;
|
| 36 |
+
import ::tex::*;
|
| 37 |
+
import ::anno::*;
|
| 38 |
+
|
| 39 |
+
|
| 40 |
+
export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true)
|
| 41 |
+
[[
|
| 42 |
+
anno::description("convert from RH to LH"),
|
| 43 |
+
anno::noinline()
|
| 44 |
+
]]
|
| 45 |
+
{
|
| 46 |
+
float4x4 ZupConversion = float4x4(
|
| 47 |
+
1.0f, 0.0f, 0.0f, 0.0f,
|
| 48 |
+
0.0f, -1.0f, 0.0f, 0.0f,
|
| 49 |
+
0.0f, 0.0f, 1.0f, 0.0f,
|
| 50 |
+
0.0f, 0.0f, 0.0f, 1.0f
|
| 51 |
+
);
|
| 52 |
+
|
| 53 |
+
float4x4 YupConversion = float4x4(
|
| 54 |
+
1.0f, 0.0f, 0.0f, 0.0f,
|
| 55 |
+
0.0f, 0.0f, 1.0f, 0.0f,
|
| 56 |
+
0.0f, 1.0f, 0.0f, 0.0f,
|
| 57 |
+
0.0f, 0.0f, 0.0f, 1.0f
|
| 58 |
+
);
|
| 59 |
+
|
| 60 |
+
float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f);
|
| 61 |
+
|
| 62 |
+
vec4 = vec4 * (up_z ? ZupConversion : YupConversion);
|
| 63 |
+
|
| 64 |
+
return float3(vec4.x, vec4.y, vec4.z);
|
| 65 |
+
}
|
| 66 |
+
|
| 67 |
+
export float3 transform_vector_from_tangent_to_world(float3 vector,
|
| 68 |
+
uniform bool up_z = true,
|
| 69 |
+
float3 tangent_u = state::texture_tangent_u(0),
|
| 70 |
+
float3 tangent_v = state::texture_tangent_v(0))
|
| 71 |
+
[[
|
| 72 |
+
anno::description("Transform vector from tangent space to world space"),
|
| 73 |
+
anno::noinline()
|
| 74 |
+
]]
|
| 75 |
+
{
|
| 76 |
+
/* flip_tangent_v */
|
| 77 |
+
return convert_to_left_hand(
|
| 78 |
+
tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z,
|
| 79 |
+
up_z, false);
|
| 80 |
+
}
|
| 81 |
+
|
| 82 |
+
export float3 transform_vector_from_world_to_tangent(float3 vector,
|
| 83 |
+
uniform bool up_z = true,
|
| 84 |
+
float3 tangent_u = state::texture_tangent_u(0),
|
| 85 |
+
float3 tangent_v = state::texture_tangent_v(0))
|
| 86 |
+
[[
|
| 87 |
+
anno::description("Transform vector from world space to tangent space"),
|
| 88 |
+
anno::noinline()
|
| 89 |
+
]]
|
| 90 |
+
{
|
| 91 |
+
float3 vecRH = convert_to_left_hand(vector, up_z, false);
|
| 92 |
+
/* flip_tangent_v */
|
| 93 |
+
return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) +
|
| 94 |
+
vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) +
|
| 95 |
+
vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z);
|
| 96 |
+
}
|
| 97 |
+
|
| 98 |
+
export float4 unpack_normal_map(
|
| 99 |
+
float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)
|
| 100 |
+
)
|
| 101 |
+
[[
|
| 102 |
+
anno::description("Unpack a normal stored in a normal map"),
|
| 103 |
+
anno::noinline()
|
| 104 |
+
]]
|
| 105 |
+
{
|
| 106 |
+
float2 normal_xy = float2(texture_sample.x, texture_sample.y);
|
| 107 |
+
|
| 108 |
+
normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0);
|
| 109 |
+
float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) );
|
| 110 |
+
return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 );
|
| 111 |
+
}
|
| 112 |
+
|
| 113 |
+
// for get color value from normal.
|
| 114 |
+
export float4 pack_normal_map(
|
| 115 |
+
float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)
|
| 116 |
+
)
|
| 117 |
+
[[
|
| 118 |
+
anno::description("Pack to color from a normal")
|
| 119 |
+
]]
|
| 120 |
+
{
|
| 121 |
+
float2 return_xy = float2(texture_sample.x, texture_sample.y);
|
| 122 |
+
|
| 123 |
+
return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0);
|
| 124 |
+
|
| 125 |
+
return float4( return_xy.x, return_xy.y, 0.0, 1.0 );
|
| 126 |
+
}
|
| 127 |
+
|
| 128 |
+
export float4 greyscale_texture_lookup(
|
| 129 |
+
float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0)
|
| 130 |
+
)
|
| 131 |
+
[[
|
| 132 |
+
anno::description("Sampling a greyscale texture"),
|
| 133 |
+
anno::noinline()
|
| 134 |
+
]]
|
| 135 |
+
{
|
| 136 |
+
return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x);
|
| 137 |
+
}
|
| 138 |
+
|
| 139 |
+
export float3 pixel_normal_world_space(uniform bool up_z = true)
|
| 140 |
+
[[
|
| 141 |
+
anno::description("Pixel normal in world space"),
|
| 142 |
+
anno::noinline()
|
| 143 |
+
]]
|
| 144 |
+
{
|
| 145 |
+
return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
|
| 146 |
+
}
|
| 147 |
+
|
| 148 |
+
export float3 vertex_normal_world_space(uniform bool up_z = true)
|
| 149 |
+
[[
|
| 150 |
+
anno::description("Vertex normal in world space"),
|
| 151 |
+
anno::noinline()
|
| 152 |
+
]]
|
| 153 |
+
{
|
| 154 |
+
return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
|
| 155 |
+
}
|
| 156 |
+
|
| 157 |
+
export float3 landscape_normal_world_space(uniform bool up_z = true)
|
| 158 |
+
[[
|
| 159 |
+
anno::description("Landscape normal in world space")
|
| 160 |
+
]]
|
| 161 |
+
{
|
| 162 |
+
float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0;
|
| 163 |
+
|
| 164 |
+
float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y);
|
| 165 |
+
return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY))));
|
| 166 |
+
}
|
| 167 |
+
|
| 168 |
+
// Different implementation specific between mdl and hlsl for smoothstep
|
| 169 |
+
export float smoothstep(float a, float b, float l)
|
| 170 |
+
{
|
| 171 |
+
if (a < b)
|
| 172 |
+
{
|
| 173 |
+
return math::smoothstep(a, b, l);
|
| 174 |
+
}
|
| 175 |
+
else if (a > b)
|
| 176 |
+
{
|
| 177 |
+
return 1.0 - math::smoothstep(b, a, l);
|
| 178 |
+
}
|
| 179 |
+
else
|
| 180 |
+
{
|
| 181 |
+
return l <= a ? 0.0 : 1.0;
|
| 182 |
+
}
|
| 183 |
+
}
|
| 184 |
+
|
| 185 |
+
export float2 smoothstep(float2 a, float2 b, float2 l)
|
| 186 |
+
{
|
| 187 |
+
return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y));
|
| 188 |
+
}
|
| 189 |
+
|
| 190 |
+
export float3 smoothstep(float3 a, float3 b, float3 l)
|
| 191 |
+
{
|
| 192 |
+
return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z));
|
| 193 |
+
}
|
| 194 |
+
|
| 195 |
+
export float4 smoothstep(float4 a, float4 b, float4 l)
|
| 196 |
+
{
|
| 197 |
+
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));
|
| 198 |
+
}
|
| 199 |
+
|
| 200 |
+
export float2 smoothstep(float2 a, float2 b, float l)
|
| 201 |
+
{
|
| 202 |
+
return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l));
|
| 203 |
+
}
|
| 204 |
+
|
| 205 |
+
export float3 smoothstep(float3 a, float3 b, float l)
|
| 206 |
+
{
|
| 207 |
+
return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l));
|
| 208 |
+
}
|
| 209 |
+
|
| 210 |
+
export float4 smoothstep(float4 a, float4 b, float l)
|
| 211 |
+
{
|
| 212 |
+
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));
|
| 213 |
+
}
|
| 214 |
+
|
| 215 |
+
export float2 smoothstep(float a, float b, float2 l)
|
| 216 |
+
{
|
| 217 |
+
return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y));
|
| 218 |
+
}
|
| 219 |
+
|
| 220 |
+
export float3 smoothstep(float a, float b, float3 l)
|
| 221 |
+
{
|
| 222 |
+
return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z));
|
| 223 |
+
}
|
| 224 |
+
|
| 225 |
+
export float4 smoothstep(float a, float b, float4 l)
|
| 226 |
+
{
|
| 227 |
+
return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w));
|
| 228 |
+
}
|
| 229 |
+
|
| 230 |
+
//------------------ Random from UE4 -----------------------
|
| 231 |
+
float length2(float3 v)
|
| 232 |
+
{
|
| 233 |
+
return math::dot(v, v);
|
| 234 |
+
}
|
| 235 |
+
|
| 236 |
+
float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v)
|
| 237 |
+
{
|
| 238 |
+
const float2 ZShear = float2(17.0f, 89.0f);
|
| 239 |
+
|
| 240 |
+
float2 OffsetA = v.z * ZShear;
|
| 241 |
+
float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f;
|
| 242 |
+
float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 243 |
+
return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0;
|
| 244 |
+
}
|
| 245 |
+
|
| 246 |
+
float3 SkewSimplex(float3 In)
|
| 247 |
+
{
|
| 248 |
+
return In + math::dot(In, float3(1.0 / 3.0f) );
|
| 249 |
+
}
|
| 250 |
+
float3 UnSkewSimplex(float3 In)
|
| 251 |
+
{
|
| 252 |
+
return In - math::dot(In, float3(1.0 / 6.0f) );
|
| 253 |
+
}
|
| 254 |
+
|
| 255 |
+
// 3D random number generator inspired by PCGs (permuted congruential generator)
|
| 256 |
+
// Using a **simple** Feistel cipher in place of the usual xor shift permutation step
|
| 257 |
+
// @param v = 3D integer coordinate
|
| 258 |
+
// @return three elements w/ 16 random bits each (0-0xffff).
|
| 259 |
+
// ~8 ALU operations for result.x (7 mad, 1 >>)
|
| 260 |
+
// ~10 ALU operations for result.xy (8 mad, 2 >>)
|
| 261 |
+
// ~12 ALU operations for result.xyz (9 mad, 3 >>)
|
| 262 |
+
|
| 263 |
+
//TODO: uint3
|
| 264 |
+
int3 Rand3DPCG16(int3 p)
|
| 265 |
+
{
|
| 266 |
+
// taking a signed int then reinterpreting as unsigned gives good behavior for negatives
|
| 267 |
+
//TODO: uint3
|
| 268 |
+
int3 v = int3(p);
|
| 269 |
+
|
| 270 |
+
// Linear congruential step. These LCG constants are from Numerical Recipies
|
| 271 |
+
// For additional #'s, PCG would do multiple LCG steps and scramble each on output
|
| 272 |
+
// So v here is the RNG state
|
| 273 |
+
v = v * 1664525 + 1013904223;
|
| 274 |
+
|
| 275 |
+
// PCG uses xorshift for the final shuffle, but it is expensive (and cheap
|
| 276 |
+
// versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps
|
| 277 |
+
//
|
| 278 |
+
// Feistel ciphers divide the state into separate parts (usually by bits)
|
| 279 |
+
// then apply a series of permutation steps one part at a time. The permutations
|
| 280 |
+
// use a reversible operation (usually ^) to part being updated with the result of
|
| 281 |
+
// a permutation function on the other parts and the key.
|
| 282 |
+
//
|
| 283 |
+
// In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for
|
| 284 |
+
// the combination function, and just multiplying the other two parts (no key) for
|
| 285 |
+
// the permutation function.
|
| 286 |
+
//
|
| 287 |
+
// That gives a simple mad per round.
|
| 288 |
+
v.x += v.y*v.z;
|
| 289 |
+
v.y += v.z*v.x;
|
| 290 |
+
v.z += v.x*v.y;
|
| 291 |
+
v.x += v.y*v.z;
|
| 292 |
+
v.y += v.z*v.x;
|
| 293 |
+
v.z += v.x*v.y;
|
| 294 |
+
|
| 295 |
+
// only top 16 bits are well shuffled
|
| 296 |
+
return v >> 16;
|
| 297 |
+
}
|
| 298 |
+
|
| 299 |
+
// Wraps noise for tiling texture creation
|
| 300 |
+
// @param v = unwrapped texture parameter
|
| 301 |
+
// @param bTiling = true to tile, false to not tile
|
| 302 |
+
// @param RepeatSize = number of units before repeating
|
| 303 |
+
// @return either original or wrapped coord
|
| 304 |
+
float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize)
|
| 305 |
+
{
|
| 306 |
+
return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v;
|
| 307 |
+
}
|
| 308 |
+
|
| 309 |
+
// Evaluate polynomial to get smooth transitions for Perlin noise
|
| 310 |
+
// only needed by Perlin functions in this file
|
| 311 |
+
// scalar(per component): 2 add, 5 mul
|
| 312 |
+
float4 PerlinRamp(float4 t)
|
| 313 |
+
{
|
| 314 |
+
return t * t * t * (t * (t * 6 - 15) + 10);
|
| 315 |
+
}
|
| 316 |
+
|
| 317 |
+
// Blum-Blum-Shub-inspired pseudo random number generator
|
| 318 |
+
// http://www.umbc.edu/~olano/papers/mNoise.pdf
|
| 319 |
+
// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes
|
| 320 |
+
// instead, we use a single prime M just small enough not to overflow
|
| 321 |
+
// note that the above paper used 61, which fits in a half, but is unusably bad
|
| 322 |
+
// @param Integer valued floating point seed
|
| 323 |
+
// @return random number in range [0,1)
|
| 324 |
+
// ~8 ALU operations (5 *, 3 frac)
|
| 325 |
+
float RandBBSfloat(float seed)
|
| 326 |
+
{
|
| 327 |
+
float BBS_PRIME24 = 4093.0;
|
| 328 |
+
float s = math::frac(seed / BBS_PRIME24);
|
| 329 |
+
s = math::frac(s * s * BBS_PRIME24);
|
| 330 |
+
s = math::frac(s * s * BBS_PRIME24);
|
| 331 |
+
return s;
|
| 332 |
+
}
|
| 333 |
+
|
| 334 |
+
// Modified noise gradient term
|
| 335 |
+
// @param seed - random seed for integer lattice position
|
| 336 |
+
// @param offset - [-1,1] offset of evaluation point from lattice point
|
| 337 |
+
// @return gradient direction (xyz) and contribution (w) from this lattice point
|
| 338 |
+
float4 MGradient(int seed, float3 offset)
|
| 339 |
+
{
|
| 340 |
+
//TODO uint
|
| 341 |
+
int rand = Rand3DPCG16(int3(seed,0,0)).x;
|
| 342 |
+
int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);
|
| 343 |
+
float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000);
|
| 344 |
+
float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1;
|
| 345 |
+
return float4(direction.x, direction.y, direction.z, math::dot(direction, offset));
|
| 346 |
+
}
|
| 347 |
+
|
| 348 |
+
// compute Perlin and related noise corner seed values
|
| 349 |
+
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
|
| 350 |
+
// @param bTiling = true to return seed values for a repeating noise pattern
|
| 351 |
+
// @param RepeatSize = integer units before tiling in each dimension
|
| 352 |
+
// @param seed000-seed111 = hash function seeds for the eight corners
|
| 353 |
+
// @return fractional part of v
|
| 354 |
+
struct SeedValue
|
| 355 |
+
{
|
| 356 |
+
float3 fv = float3(0);
|
| 357 |
+
float seed000 = 0;
|
| 358 |
+
float seed001 = 0;
|
| 359 |
+
float seed010 = 0;
|
| 360 |
+
float seed011 = 0;
|
| 361 |
+
float seed100 = 0;
|
| 362 |
+
float seed101 = 0;
|
| 363 |
+
float seed110 = 0;
|
| 364 |
+
float seed111 = 0;
|
| 365 |
+
};
|
| 366 |
+
|
| 367 |
+
SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize)
|
| 368 |
+
{
|
| 369 |
+
SeedValue seeds;
|
| 370 |
+
seeds.fv = math::frac(v);
|
| 371 |
+
float3 iv = math::floor(v);
|
| 372 |
+
|
| 373 |
+
const float3 primes = float3(19, 47, 101);
|
| 374 |
+
|
| 375 |
+
if (bTiling)
|
| 376 |
+
{ // can't algebraically combine with primes
|
| 377 |
+
seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize));
|
| 378 |
+
seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize));
|
| 379 |
+
seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize));
|
| 380 |
+
seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize));
|
| 381 |
+
seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize));
|
| 382 |
+
seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize));
|
| 383 |
+
seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize));
|
| 384 |
+
seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize));
|
| 385 |
+
}
|
| 386 |
+
else
|
| 387 |
+
{ // get to combine offsets with multiplication by primes in this case
|
| 388 |
+
seeds.seed000 = math::dot(iv, primes);
|
| 389 |
+
seeds.seed100 = seeds.seed000 + primes.x;
|
| 390 |
+
seeds.seed010 = seeds.seed000 + primes.y;
|
| 391 |
+
seeds.seed110 = seeds.seed100 + primes.y;
|
| 392 |
+
seeds.seed001 = seeds.seed000 + primes.z;
|
| 393 |
+
seeds.seed101 = seeds.seed100 + primes.z;
|
| 394 |
+
seeds.seed011 = seeds.seed010 + primes.z;
|
| 395 |
+
seeds.seed111 = seeds.seed110 + primes.z;
|
| 396 |
+
}
|
| 397 |
+
|
| 398 |
+
return seeds;
|
| 399 |
+
}
|
| 400 |
+
|
| 401 |
+
struct SimplexWeights
|
| 402 |
+
{
|
| 403 |
+
float4 Result = float4(0);
|
| 404 |
+
float3 PosA = float3(0);
|
| 405 |
+
float3 PosB = float3(0);
|
| 406 |
+
float3 PosC = float3(0);
|
| 407 |
+
float3 PosD = float3(0);
|
| 408 |
+
};
|
| 409 |
+
|
| 410 |
+
// Computed weights and sample positions for simplex interpolation
|
| 411 |
+
// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d
|
| 412 |
+
SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos)
|
| 413 |
+
{
|
| 414 |
+
SimplexWeights weights;
|
| 415 |
+
float3 OrthogonalPosFloor = math::floor(OrthogonalPos);
|
| 416 |
+
|
| 417 |
+
weights.PosA = OrthogonalPosFloor;
|
| 418 |
+
weights.PosB = weights.PosA + float3(1, 1, 1);
|
| 419 |
+
|
| 420 |
+
OrthogonalPos -= OrthogonalPosFloor;
|
| 421 |
+
|
| 422 |
+
float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z));
|
| 423 |
+
float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z));
|
| 424 |
+
|
| 425 |
+
weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z);
|
| 426 |
+
weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z);
|
| 427 |
+
|
| 428 |
+
float RG = OrthogonalPos.x - OrthogonalPos.y;
|
| 429 |
+
float RB = OrthogonalPos.x - OrthogonalPos.z;
|
| 430 |
+
float GB = OrthogonalPos.y - OrthogonalPos.z;
|
| 431 |
+
|
| 432 |
+
weights.Result.z =
|
| 433 |
+
math::min(math::max(0, RG), math::max(0, RB)) // X
|
| 434 |
+
+ math::min(math::max(0, -RG), math::max(0, GB)) // Y
|
| 435 |
+
+ math::min(math::max(0, -RB), math::max(0, -GB)); // Z
|
| 436 |
+
|
| 437 |
+
weights.Result.w =
|
| 438 |
+
math::min(math::max(0, -RG), math::max(0, -RB)) // X
|
| 439 |
+
+ math::min(math::max(0, RG), math::max(0, -GB)) // Y
|
| 440 |
+
+ math::min(math::max(0, RB), math::max(0, GB)); // Z
|
| 441 |
+
|
| 442 |
+
weights.Result.y = Smallest;
|
| 443 |
+
weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w;
|
| 444 |
+
|
| 445 |
+
return weights;
|
| 446 |
+
}
|
| 447 |
+
|
| 448 |
+
// filtered 3D gradient simple noise (few texture lookups, high quality)
|
| 449 |
+
// @param v >0
|
| 450 |
+
// @return random number in the range -1 .. 1
|
| 451 |
+
float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos)
|
| 452 |
+
{
|
| 453 |
+
float3 OrthogonalPos = SkewSimplex(EvalPos);
|
| 454 |
+
|
| 455 |
+
SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos);
|
| 456 |
+
|
| 457 |
+
// can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit)
|
| 458 |
+
float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA);
|
| 459 |
+
float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB);
|
| 460 |
+
float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC);
|
| 461 |
+
float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD);
|
| 462 |
+
|
| 463 |
+
Weights.PosA = UnSkewSimplex(Weights.PosA);
|
| 464 |
+
Weights.PosB = UnSkewSimplex(Weights.PosB);
|
| 465 |
+
Weights.PosC = UnSkewSimplex(Weights.PosC);
|
| 466 |
+
Weights.PosD = UnSkewSimplex(Weights.PosD);
|
| 467 |
+
|
| 468 |
+
float DistanceWeight;
|
| 469 |
+
|
| 470 |
+
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
|
| 471 |
+
float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight;
|
| 472 |
+
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
|
| 473 |
+
float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight;
|
| 474 |
+
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
|
| 475 |
+
float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight;
|
| 476 |
+
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
|
| 477 |
+
float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight;
|
| 478 |
+
|
| 479 |
+
return 32 * (a + b + c + d);
|
| 480 |
+
}
|
| 481 |
+
|
| 482 |
+
// filtered 3D noise, can be optimized
|
| 483 |
+
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
|
| 484 |
+
// @param bTiling = repeat noise pattern
|
| 485 |
+
// @param RepeatSize = integer units before tiling in each dimension
|
| 486 |
+
// @return random number in the range -1 .. 1
|
| 487 |
+
float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize)
|
| 488 |
+
{
|
| 489 |
+
bTiling = true;
|
| 490 |
+
float3 fv = math::frac(v);
|
| 491 |
+
float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize);
|
| 492 |
+
float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize);
|
| 493 |
+
|
| 494 |
+
const int2 ZShear = int2(17, 89);
|
| 495 |
+
|
| 496 |
+
float2 OffsetA = iv0.z * ZShear;
|
| 497 |
+
float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset
|
| 498 |
+
if (bTiling) // tiling, have to compute from wrapped coordinates
|
| 499 |
+
{
|
| 500 |
+
OffsetB = iv1.z * ZShear;
|
| 501 |
+
}
|
| 502 |
+
|
| 503 |
+
// Texture size scale factor
|
| 504 |
+
float ts = 1 / 128.0f;
|
| 505 |
+
|
| 506 |
+
// texture coordinates for iv0.xy, as offset for both z slices
|
| 507 |
+
float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts;
|
| 508 |
+
float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts;
|
| 509 |
+
|
| 510 |
+
// texture coordinates for iv1.xy, as offset for both z slices
|
| 511 |
+
float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates
|
| 512 |
+
float2 TexB1 = TexB0 + ts;
|
| 513 |
+
if (bTiling) // for tiling, need to compute from wrapped coordinates
|
| 514 |
+
{
|
| 515 |
+
TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts;
|
| 516 |
+
TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts;
|
| 517 |
+
}
|
| 518 |
+
|
| 519 |
+
|
| 520 |
+
// can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit)
|
| 521 |
+
float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 522 |
+
float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 523 |
+
float3 A = PerlinNoiseColor * 2 - 1;
|
| 524 |
+
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 525 |
+
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 526 |
+
float3 B = PerlinNoiseColor * 2 - 1;
|
| 527 |
+
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 528 |
+
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 529 |
+
float3 C = PerlinNoiseColor * 2 - 1;
|
| 530 |
+
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 531 |
+
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 532 |
+
float3 D = PerlinNoiseColor * 2 - 1;
|
| 533 |
+
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 534 |
+
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 535 |
+
float3 E = PerlinNoiseColor * 2 - 1;
|
| 536 |
+
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 537 |
+
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 538 |
+
float3 F = PerlinNoiseColor * 2 - 1;
|
| 539 |
+
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 540 |
+
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 541 |
+
float3 G = PerlinNoiseColor * 2 - 1;
|
| 542 |
+
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 543 |
+
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 544 |
+
float3 H = PerlinNoiseColor * 2 - 1;
|
| 545 |
+
|
| 546 |
+
float a = math::dot(A, fv - float3(0, 0, 0));
|
| 547 |
+
float b = math::dot(B, fv - float3(1, 0, 0));
|
| 548 |
+
float c = math::dot(C, fv - float3(0, 1, 0));
|
| 549 |
+
float d = math::dot(D, fv - float3(1, 1, 0));
|
| 550 |
+
float e = math::dot(E, fv - float3(0, 0, 1));
|
| 551 |
+
float f = math::dot(F, fv - float3(1, 0, 1));
|
| 552 |
+
float g = math::dot(G, fv - float3(0, 1, 1));
|
| 553 |
+
float h = math::dot(H, fv - float3(1, 1, 1));
|
| 554 |
+
|
| 555 |
+
float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0)));
|
| 556 |
+
|
| 557 |
+
float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y);
|
| 558 |
+
float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y);
|
| 559 |
+
|
| 560 |
+
return math::lerp(i, j, Weights.z);
|
| 561 |
+
}
|
| 562 |
+
|
| 563 |
+
// @return random number in the range -1 .. 1
|
| 564 |
+
// scalar: 6 frac, 31 mul/mad, 15 add,
|
| 565 |
+
float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz)
|
| 566 |
+
{
|
| 567 |
+
// needs to be the same value when creating the PerlinNoise3D texture
|
| 568 |
+
float Extent = 16;
|
| 569 |
+
|
| 570 |
+
// last texel replicated and needed for filtering
|
| 571 |
+
// scalar: 3 frac, 6 mul
|
| 572 |
+
xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1);
|
| 573 |
+
|
| 574 |
+
// scalar: 3 frac
|
| 575 |
+
float3 uvw = math::frac(xyz);
|
| 576 |
+
// = floor(xyz);
|
| 577 |
+
// scalar: 3 add
|
| 578 |
+
float3 p0 = xyz - uvw;
|
| 579 |
+
// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping)
|
| 580 |
+
// scalar: 2*3 add 5*3 mul
|
| 581 |
+
float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0));
|
| 582 |
+
float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping
|
| 583 |
+
// scalar: 3 add
|
| 584 |
+
float3 p = p0 + f;
|
| 585 |
+
// scalar: 3 mad
|
| 586 |
+
// TODO: need reverse???
|
| 587 |
+
float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset
|
| 588 |
+
|
| 589 |
+
// reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count)
|
| 590 |
+
// scalar: 4 mad, 3 mul, 3 add
|
| 591 |
+
float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f;
|
| 592 |
+
float d = NoiseSample.w * 255.f - 127;
|
| 593 |
+
return math::dot(xyz, n) - d;
|
| 594 |
+
}
|
| 595 |
+
|
| 596 |
+
// Perlin-style "Modified Noise"
|
| 597 |
+
// http://www.umbc.edu/~olano/papers/index.html#mNoise
|
| 598 |
+
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
|
| 599 |
+
// @param bTiling = repeat noise pattern
|
| 600 |
+
// @param RepeatSize = integer units before tiling in each dimension
|
| 601 |
+
// @return random number in the range -1 .. 1
|
| 602 |
+
float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)
|
| 603 |
+
{
|
| 604 |
+
SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);
|
| 605 |
+
|
| 606 |
+
float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w;
|
| 607 |
+
float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w;
|
| 608 |
+
float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w;
|
| 609 |
+
float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w;
|
| 610 |
+
float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w;
|
| 611 |
+
float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w;
|
| 612 |
+
float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w;
|
| 613 |
+
float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w;
|
| 614 |
+
|
| 615 |
+
float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));
|
| 616 |
+
|
| 617 |
+
float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);
|
| 618 |
+
float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);
|
| 619 |
+
return math::lerp(i, j, Weights.z);
|
| 620 |
+
}
|
| 621 |
+
|
| 622 |
+
// 3D value noise - used to be incorrectly called Perlin noise
|
| 623 |
+
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
|
| 624 |
+
// @param bTiling = repeat noise pattern
|
| 625 |
+
// @param RepeatSize = integer units before tiling in each dimension
|
| 626 |
+
// @return random number in the range -1 .. 1
|
| 627 |
+
float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)
|
| 628 |
+
{
|
| 629 |
+
SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);
|
| 630 |
+
|
| 631 |
+
float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1;
|
| 632 |
+
float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1;
|
| 633 |
+
float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1;
|
| 634 |
+
float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1;
|
| 635 |
+
float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1;
|
| 636 |
+
float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1;
|
| 637 |
+
float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1;
|
| 638 |
+
float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1;
|
| 639 |
+
|
| 640 |
+
float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));
|
| 641 |
+
|
| 642 |
+
float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);
|
| 643 |
+
float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);
|
| 644 |
+
return math::lerp(i, j, Weights.z);
|
| 645 |
+
}
|
| 646 |
+
|
| 647 |
+
// 3D jitter offset within a voronoi noise cell
|
| 648 |
+
// @param pos - integer lattice corner
|
| 649 |
+
// @return random offsets vector
|
| 650 |
+
float3 VoronoiCornerSample(float3 pos, int Quality)
|
| 651 |
+
{
|
| 652 |
+
// random values in [-0.5, 0.5]
|
| 653 |
+
float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5;
|
| 654 |
+
|
| 655 |
+
// quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere
|
| 656 |
+
// scale factor to guarantee jittered points will be found within a 2x2x2 search
|
| 657 |
+
if (Quality <= 2)
|
| 658 |
+
{
|
| 659 |
+
return math::normalize(noise) * 0.2588;
|
| 660 |
+
}
|
| 661 |
+
|
| 662 |
+
// quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere
|
| 663 |
+
// scale factor to guarantee jittered points will be found within a 3x3x3 search
|
| 664 |
+
if (Quality == 3)
|
| 665 |
+
{
|
| 666 |
+
return math::normalize(noise) * 0.3090;
|
| 667 |
+
}
|
| 668 |
+
|
| 669 |
+
// quality level 4: jitter to anywhere in the cell, needs 4x4x4 search
|
| 670 |
+
return noise;
|
| 671 |
+
}
|
| 672 |
+
|
| 673 |
+
// compare previous best with a new candidate
|
| 674 |
+
// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed
|
| 675 |
+
// @param minval = location and distance of best candidate seed point before the new one
|
| 676 |
+
// @param candidate = candidate seed point
|
| 677 |
+
// @param offset = 3D offset to new candidate seed point
|
| 678 |
+
// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position
|
| 679 |
+
// @return position (if bDistanceOnly is false) and distance to closest seed point so far
|
| 680 |
+
float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly)
|
| 681 |
+
{
|
| 682 |
+
if (bDistanceOnly)
|
| 683 |
+
{
|
| 684 |
+
return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset)));
|
| 685 |
+
}
|
| 686 |
+
else
|
| 687 |
+
{
|
| 688 |
+
float newdist = math::dot(offset, offset);
|
| 689 |
+
return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist);
|
| 690 |
+
}
|
| 691 |
+
}
|
| 692 |
+
|
| 693 |
+
// 220 instruction Worley noise
|
| 694 |
+
float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly)
|
| 695 |
+
{
|
| 696 |
+
float3 fv = math::frac(v), fv2 = math::frac(v + 0.5);
|
| 697 |
+
float3 iv = math::floor(v), iv2 = math::floor(v + 0.5);
|
| 698 |
+
|
| 699 |
+
// with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away
|
| 700 |
+
float4 mindist = float4(0,0,0,100);
|
| 701 |
+
float3 p, offset;
|
| 702 |
+
|
| 703 |
+
// quality level 3: do a 3x3x3 search
|
| 704 |
+
if (Quality == 3)
|
| 705 |
+
{
|
| 706 |
+
int offset_x;
|
| 707 |
+
int offset_y;
|
| 708 |
+
int offset_z;
|
| 709 |
+
for (offset_x = -1; offset_x <= 1; ++offset_x)
|
| 710 |
+
{
|
| 711 |
+
for (offset_y = -1; offset_y <= 1; ++offset_y)
|
| 712 |
+
{
|
| 713 |
+
for (offset_z = -1; offset_z <= 1; ++offset_z)
|
| 714 |
+
{
|
| 715 |
+
offset = float3(offset_x, offset_y, offset_z);
|
| 716 |
+
p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality);
|
| 717 |
+
mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);
|
| 718 |
+
}
|
| 719 |
+
}
|
| 720 |
+
}
|
| 721 |
+
}
|
| 722 |
+
|
| 723 |
+
// everybody else searches a base 2x2x2 neighborhood
|
| 724 |
+
else
|
| 725 |
+
{
|
| 726 |
+
int offset_x;
|
| 727 |
+
int offset_y;
|
| 728 |
+
int offset_z;
|
| 729 |
+
for (offset_x = 0; offset_x <= 1; ++offset_x)
|
| 730 |
+
{
|
| 731 |
+
for (offset_y = 0; offset_y <= 1; ++offset_y)
|
| 732 |
+
{
|
| 733 |
+
for (offset_z = 0; offset_z <= 1; ++offset_z)
|
| 734 |
+
{
|
| 735 |
+
offset = float3(offset_x, offset_y, offset_z);
|
| 736 |
+
p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);
|
| 737 |
+
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
|
| 738 |
+
|
| 739 |
+
// quality level 2, do extra set of points, offset by half a cell
|
| 740 |
+
if (Quality == 2)
|
| 741 |
+
{
|
| 742 |
+
// 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts
|
| 743 |
+
p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality);
|
| 744 |
+
mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);
|
| 745 |
+
}
|
| 746 |
+
}
|
| 747 |
+
}
|
| 748 |
+
}
|
| 749 |
+
}
|
| 750 |
+
|
| 751 |
+
// quality level 4: add extra sets of four cells in each direction
|
| 752 |
+
if (Quality >= 4)
|
| 753 |
+
{
|
| 754 |
+
int offset_x;
|
| 755 |
+
int offset_y;
|
| 756 |
+
int offset_z;
|
| 757 |
+
for (offset_x = -1; offset_x <= 2; offset_x += 3)
|
| 758 |
+
{
|
| 759 |
+
for (offset_y = 0; offset_y <= 1; ++offset_y)
|
| 760 |
+
{
|
| 761 |
+
for (offset_z = 0; offset_z <= 1; ++offset_z)
|
| 762 |
+
{
|
| 763 |
+
offset = float3(offset_x, offset_y, offset_z);
|
| 764 |
+
// along x axis
|
| 765 |
+
p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);
|
| 766 |
+
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
|
| 767 |
+
|
| 768 |
+
// along y axis
|
| 769 |
+
p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality);
|
| 770 |
+
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
|
| 771 |
+
|
| 772 |
+
// along z axis
|
| 773 |
+
p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality);
|
| 774 |
+
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
|
| 775 |
+
}
|
| 776 |
+
}
|
| 777 |
+
}
|
| 778 |
+
}
|
| 779 |
+
|
| 780 |
+
// transform squared distance to real distance
|
| 781 |
+
return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w));
|
| 782 |
+
}
|
| 783 |
+
|
| 784 |
+
// Coordinates for corners of a Simplex tetrahedron
|
| 785 |
+
// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011
|
| 786 |
+
// @param v = 3D noise argument
|
| 787 |
+
// @return 4 corner locations
|
| 788 |
+
float4x3 SimplexCorners(float3 v)
|
| 789 |
+
{
|
| 790 |
+
// find base corner by skewing to tetrahedral space and back
|
| 791 |
+
float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3);
|
| 792 |
+
float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6;
|
| 793 |
+
float3 f = v - base;
|
| 794 |
+
|
| 795 |
+
// Find offsets to other corners (McEwan did this in tetrahedral space,
|
| 796 |
+
// but since skew is along x=y=z axis, this works in Euclidean space too.)
|
| 797 |
+
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);
|
| 798 |
+
float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0;
|
| 799 |
+
|
| 800 |
+
// four corners
|
| 801 |
+
return float4x3(base, base + a1, base + a2, base + 0.5);
|
| 802 |
+
}
|
| 803 |
+
|
| 804 |
+
// Improved smoothing function for simplex noise
|
| 805 |
+
// @param f = fractional distance to four tetrahedral corners
|
| 806 |
+
// @return weight for each corner
|
| 807 |
+
float4 SimplexSmooth(float4x3 f)
|
| 808 |
+
{
|
| 809 |
+
const float scale = 1024. / 375.; // scale factor to make noise -1..1
|
| 810 |
+
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]));
|
| 811 |
+
float4 s = math::saturate(2 * d);
|
| 812 |
+
return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale)));
|
| 813 |
+
}
|
| 814 |
+
|
| 815 |
+
// Derivative of simplex noise smoothing function
|
| 816 |
+
// @param f = fractional distanc eto four tetrahedral corners
|
| 817 |
+
// @return derivative of smoothing function for each corner by x, y and z
|
| 818 |
+
float3x4 SimplexDSmooth(float4x3 f)
|
| 819 |
+
{
|
| 820 |
+
const float scale = 1024. / 375.; // scale factor to make noise -1..1
|
| 821 |
+
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]));
|
| 822 |
+
float4 s = math::saturate(2 * d);
|
| 823 |
+
s = -12 * scale + s*(24 * scale - s * 12 * scale);
|
| 824 |
+
|
| 825 |
+
return float3x4(
|
| 826 |
+
s * float4(f[0][0], f[1][0], f[2][0], f[3][0]),
|
| 827 |
+
s * float4(f[0][1], f[1][1], f[2][1], f[3][1]),
|
| 828 |
+
s * float4(f[0][2], f[1][2], f[2][2], f[3][2]));
|
| 829 |
+
}
|
| 830 |
+
|
| 831 |
+
// Simplex noise and its Jacobian derivative
|
| 832 |
+
// @param v = 3D noise argument
|
| 833 |
+
// @param bTiling = whether to repeat noise pattern
|
| 834 |
+
// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3
|
| 835 |
+
// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w
|
| 836 |
+
// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz)
|
| 837 |
+
// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx
|
| 838 |
+
// You can use this to compute the noise, gradient, curl, or divergence:
|
| 839 |
+
// float3x4 J = JacobianSimplex_ALU(...);
|
| 840 |
+
// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise
|
| 841 |
+
// float3 Grad = J[0].xyz; // gradient of J[0].w
|
| 842 |
+
// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]);
|
| 843 |
+
// float Div = J[0][0]+J[1][1]+J[2][2];
|
| 844 |
+
// All of these are confirmed to compile out all unneeded terms.
|
| 845 |
+
// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation.
|
| 846 |
+
float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize)
|
| 847 |
+
{
|
| 848 |
+
int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);
|
| 849 |
+
float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000);
|
| 850 |
+
|
| 851 |
+
// corners of tetrahedron
|
| 852 |
+
float4x3 T = SimplexCorners(v);
|
| 853 |
+
// TODO: uint3
|
| 854 |
+
int3 rand = int3(0);
|
| 855 |
+
float4x3 gvec0 = float4x3(1.0);
|
| 856 |
+
float4x3 gvec1 = float4x3(1.0);
|
| 857 |
+
float4x3 gvec2 = float4x3(1.0);
|
| 858 |
+
float4x3 fv = float4x3(1.0);
|
| 859 |
+
float3x4 grad = float3x4(1.0);
|
| 860 |
+
|
| 861 |
+
// processing of tetrahedral vertices, unrolled
|
| 862 |
+
// to compute gradient at each corner
|
| 863 |
+
fv[0] = v - T[0];
|
| 864 |
+
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize))));
|
| 865 |
+
gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
|
| 866 |
+
gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
|
| 867 |
+
gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
|
| 868 |
+
grad[0][0] = math::dot(gvec0[0], fv[0]);
|
| 869 |
+
grad[1][0] = math::dot(gvec1[0], fv[0]);
|
| 870 |
+
grad[2][0] = math::dot(gvec2[0], fv[0]);
|
| 871 |
+
|
| 872 |
+
fv[1] = v - T[1];
|
| 873 |
+
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize))));
|
| 874 |
+
gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
|
| 875 |
+
gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
|
| 876 |
+
gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
|
| 877 |
+
grad[0][1] = math::dot(gvec0[1], fv[1]);
|
| 878 |
+
grad[1][1] = math::dot(gvec1[1], fv[1]);
|
| 879 |
+
grad[2][1] = math::dot(gvec2[1], fv[1]);
|
| 880 |
+
|
| 881 |
+
fv[2] = v - T[2];
|
| 882 |
+
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize))));
|
| 883 |
+
gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
|
| 884 |
+
gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
|
| 885 |
+
gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
|
| 886 |
+
grad[0][2] = math::dot(gvec0[2], fv[2]);
|
| 887 |
+
grad[1][2] = math::dot(gvec1[2], fv[2]);
|
| 888 |
+
grad[2][2] = math::dot(gvec2[2], fv[2]);
|
| 889 |
+
|
| 890 |
+
fv[3] = v - T[3];
|
| 891 |
+
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize))));
|
| 892 |
+
gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
|
| 893 |
+
gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
|
| 894 |
+
gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
|
| 895 |
+
grad[0][3] = math::dot(gvec0[3], fv[3]);
|
| 896 |
+
grad[1][3] = math::dot(gvec1[3], fv[3]);
|
| 897 |
+
grad[2][3] = math::dot(gvec2[3], fv[3]);
|
| 898 |
+
|
| 899 |
+
// blend gradients
|
| 900 |
+
float4 sv = SimplexSmooth(fv);
|
| 901 |
+
float3x4 ds = SimplexDSmooth(fv);
|
| 902 |
+
|
| 903 |
+
float3x4 jacobian = float3x4(1.0);
|
| 904 |
+
float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major)
|
| 905 |
+
jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0]));
|
| 906 |
+
float3 vec1 = gvec1*sv + grad[1]*ds;
|
| 907 |
+
jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1]));
|
| 908 |
+
float3 vec2 = gvec2*sv + grad[2]*ds;
|
| 909 |
+
jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2]));
|
| 910 |
+
|
| 911 |
+
return jacobian;
|
| 912 |
+
}
|
| 913 |
+
|
| 914 |
+
// 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
|
| 915 |
+
// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion.
|
| 916 |
+
float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize)
|
| 917 |
+
{
|
| 918 |
+
// verified, HLSL compiled out the switch if Function is a constant
|
| 919 |
+
switch(Function)
|
| 920 |
+
{
|
| 921 |
+
case 0:
|
| 922 |
+
return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position);
|
| 923 |
+
case 1:
|
| 924 |
+
return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize);
|
| 925 |
+
case 2:
|
| 926 |
+
return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position);
|
| 927 |
+
case 3:
|
| 928 |
+
return GradientNoise3D_ALU(Position, bTiling, RepeatSize);
|
| 929 |
+
case 4:
|
| 930 |
+
return ValueNoise3D_ALU(Position, bTiling, RepeatSize);
|
| 931 |
+
case 5:
|
| 932 |
+
return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0;
|
| 933 |
+
}
|
| 934 |
+
return 0;
|
| 935 |
+
}
|
| 936 |
+
//----------------------------------------------------------
|
| 937 |
+
|
| 938 |
+
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)
|
| 939 |
+
[[
|
| 940 |
+
anno::description("Noise"),
|
| 941 |
+
anno::noinline()
|
| 942 |
+
]]
|
| 943 |
+
{
|
| 944 |
+
Position *= Scale;
|
| 945 |
+
FilterWidth *= Scale;
|
| 946 |
+
|
| 947 |
+
float Out = 0.0f;
|
| 948 |
+
float OutScale = 1.0f;
|
| 949 |
+
float InvLevelScale = 1.0f / LevelScale;
|
| 950 |
+
|
| 951 |
+
int iFunction(Function);
|
| 952 |
+
int iQuality(Quality);
|
| 953 |
+
int iLevels(Levels);
|
| 954 |
+
bool bTurbulence(Turbulence);
|
| 955 |
+
bool bTiling(Tiling);
|
| 956 |
+
|
| 957 |
+
for(int i = 0; i < iLevels; ++i)
|
| 958 |
+
{
|
| 959 |
+
// fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions)
|
| 960 |
+
OutScale *= math::saturate(1.0 - FilterWidth);
|
| 961 |
+
|
| 962 |
+
if(bTurbulence)
|
| 963 |
+
{
|
| 964 |
+
Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale;
|
| 965 |
+
}
|
| 966 |
+
else
|
| 967 |
+
{
|
| 968 |
+
Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale;
|
| 969 |
+
}
|
| 970 |
+
|
| 971 |
+
Position *= LevelScale;
|
| 972 |
+
RepeatSize *= LevelScale;
|
| 973 |
+
OutScale *= InvLevelScale;
|
| 974 |
+
FilterWidth *= LevelScale;
|
| 975 |
+
}
|
| 976 |
+
|
| 977 |
+
if(!bTurbulence)
|
| 978 |
+
{
|
| 979 |
+
// bring -1..1 to 0..1 range
|
| 980 |
+
Out = Out * 0.5f + 0.5f;
|
| 981 |
+
}
|
| 982 |
+
|
| 983 |
+
// Out is in 0..1 range
|
| 984 |
+
return math::lerp(OutputMin, OutputMax, Out);
|
| 985 |
+
}
|
| 986 |
+
|
| 987 |
+
// Material node for noise functions returning a vector value
|
| 988 |
+
// @param LevelScale usually 2 but higher values allow efficient use of few levels
|
| 989 |
+
// @return in user defined range (OutputMin..OutputMax)
|
| 990 |
+
export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)
|
| 991 |
+
[[
|
| 992 |
+
anno::description("Vector Noise"),
|
| 993 |
+
anno::noinline()
|
| 994 |
+
]]
|
| 995 |
+
{
|
| 996 |
+
float4 result = float4(0,0,0,1);
|
| 997 |
+
float3 ret = float3(0);
|
| 998 |
+
int iQuality = int(Quality);
|
| 999 |
+
int iFunction = int(Function);
|
| 1000 |
+
bool bTiling = Tiling > 0.0;
|
| 1001 |
+
|
| 1002 |
+
float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used
|
| 1003 |
+
|
| 1004 |
+
// verified, HLSL compiled out the switch if Function is a constant
|
| 1005 |
+
switch (iFunction)
|
| 1006 |
+
{
|
| 1007 |
+
case 0: // Cellnoise
|
| 1008 |
+
ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff;
|
| 1009 |
+
result = float4(ret.x, ret.y, ret.z, 1);
|
| 1010 |
+
break;
|
| 1011 |
+
case 1: // Color noise
|
| 1012 |
+
ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w);
|
| 1013 |
+
result = float4(ret.x, ret.y, ret.z, 1);
|
| 1014 |
+
break;
|
| 1015 |
+
case 2: // Gradient
|
| 1016 |
+
result = Jacobian[0];
|
| 1017 |
+
break;
|
| 1018 |
+
case 3: // Curl
|
| 1019 |
+
ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]);
|
| 1020 |
+
result = float4(ret.x, ret.y, ret.z, 1);
|
| 1021 |
+
break;
|
| 1022 |
+
case 4: // Voronoi
|
| 1023 |
+
result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false);
|
| 1024 |
+
break;
|
| 1025 |
+
}
|
| 1026 |
+
return result;
|
| 1027 |
+
}
|
| 1028 |
+
|
| 1029 |
+
export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)
|
| 1030 |
+
[[
|
| 1031 |
+
anno::description("Vector Noise float3 version"),
|
| 1032 |
+
anno::noinline()
|
| 1033 |
+
]]
|
| 1034 |
+
{
|
| 1035 |
+
float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize);
|
| 1036 |
+
return float3(noise.x, noise.y, noise.z);
|
| 1037 |
+
}
|
| 1038 |
+
|
| 1039 |
+
|
| 1040 |
+
// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view
|
| 1041 |
+
export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]])
|
| 1042 |
+
[[
|
| 1043 |
+
anno::description("Fresnel"),
|
| 1044 |
+
anno::noinline()
|
| 1045 |
+
]]
|
| 1046 |
+
{
|
| 1047 |
+
return 0.0;
|
| 1048 |
+
}
|
| 1049 |
+
|
| 1050 |
+
export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]],
|
| 1051 |
+
bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]],
|
| 1052 |
+
bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]],
|
| 1053 |
+
bool clamp_fresnel_dot_product [[anno::unused()]])
|
| 1054 |
+
[[
|
| 1055 |
+
anno::description("Fresnel Function"),
|
| 1056 |
+
anno::noinline()
|
| 1057 |
+
]]
|
| 1058 |
+
{
|
| 1059 |
+
return 0.0;
|
| 1060 |
+
}
|
| 1061 |
+
|
| 1062 |
+
export float3 camera_vector(uniform bool up_z = true)
|
| 1063 |
+
[[
|
| 1064 |
+
anno::description("Camera Vector"),
|
| 1065 |
+
anno::noinline()
|
| 1066 |
+
]]
|
| 1067 |
+
{
|
| 1068 |
+
// assume camera postion is 0,0,0
|
| 1069 |
+
return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z));
|
| 1070 |
+
}
|
| 1071 |
+
|
| 1072 |
+
export float pixel_depth()
|
| 1073 |
+
[[
|
| 1074 |
+
anno::description("Pixel Depth"),
|
| 1075 |
+
anno::noinline()
|
| 1076 |
+
]]
|
| 1077 |
+
{
|
| 1078 |
+
return 256.0f;
|
| 1079 |
+
}
|
| 1080 |
+
|
| 1081 |
+
export float scene_depth()
|
| 1082 |
+
[[
|
| 1083 |
+
anno::description("Scene Depth")
|
| 1084 |
+
]]
|
| 1085 |
+
{
|
| 1086 |
+
return 65500.0f;
|
| 1087 |
+
}
|
| 1088 |
+
|
| 1089 |
+
export float3 scene_color()
|
| 1090 |
+
[[
|
| 1091 |
+
anno::description("Scene Color")
|
| 1092 |
+
]]
|
| 1093 |
+
{
|
| 1094 |
+
return float3(1.0f);
|
| 1095 |
+
}
|
| 1096 |
+
|
| 1097 |
+
export float4 vertex_color()
|
| 1098 |
+
[[
|
| 1099 |
+
anno::description("Vertex Color"),
|
| 1100 |
+
anno::noinline()
|
| 1101 |
+
]]
|
| 1102 |
+
{
|
| 1103 |
+
return float4(1.0f);
|
| 1104 |
+
}
|
| 1105 |
+
|
| 1106 |
+
export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex)
|
| 1107 |
+
[[
|
| 1108 |
+
anno::description("Vertex Color for float2 PrimVar"),
|
| 1109 |
+
anno::noinline()
|
| 1110 |
+
]]
|
| 1111 |
+
{
|
| 1112 |
+
// 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
|
| 1113 |
+
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);
|
| 1114 |
+
}
|
| 1115 |
+
|
| 1116 |
+
export float3 camera_position()
|
| 1117 |
+
[[
|
| 1118 |
+
anno::description("Camera Position"),
|
| 1119 |
+
anno::noinline()
|
| 1120 |
+
]]
|
| 1121 |
+
{
|
| 1122 |
+
return float3(1000.0f, 0, 0);
|
| 1123 |
+
}
|
| 1124 |
+
|
| 1125 |
+
export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position)
|
| 1126 |
+
[[
|
| 1127 |
+
anno::description("Rotates Position about the given axis by the given angle")
|
| 1128 |
+
]]
|
| 1129 |
+
{
|
| 1130 |
+
// Project Position onto the rotation axis and find the closest point on the axis to Position
|
| 1131 |
+
float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z);
|
| 1132 |
+
float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis);
|
| 1133 |
+
// Construct orthogonal axes in the plane of the rotation
|
| 1134 |
+
float3 UAxis = Position - ClosestPointOnAxis;
|
| 1135 |
+
float3 VAxis = math::cross(NormalizedRotationAxis, UAxis);
|
| 1136 |
+
float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w);
|
| 1137 |
+
// Rotate using the orthogonal axes
|
| 1138 |
+
float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0];
|
| 1139 |
+
// Reconstruct the rotated world space position
|
| 1140 |
+
float3 RotatedPosition = ClosestPointOnAxis + R;
|
| 1141 |
+
// Convert from position to a position offset
|
| 1142 |
+
return RotatedPosition - Position;
|
| 1143 |
+
}
|
| 1144 |
+
|
| 1145 |
+
export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset)
|
| 1146 |
+
[[
|
| 1147 |
+
anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied")
|
| 1148 |
+
]]
|
| 1149 |
+
{
|
| 1150 |
+
return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset;
|
| 1151 |
+
}
|
| 1152 |
+
|
| 1153 |
+
export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true)
|
| 1154 |
+
[[
|
| 1155 |
+
anno::description("Reflection vector about the specified world space normal")
|
| 1156 |
+
]]
|
| 1157 |
+
{
|
| 1158 |
+
if (bNormalizeInputNormal)
|
| 1159 |
+
{
|
| 1160 |
+
WorldNormal = math::normalize(WorldNormal);
|
| 1161 |
+
}
|
| 1162 |
+
|
| 1163 |
+
return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0;
|
| 1164 |
+
}
|
| 1165 |
+
|
| 1166 |
+
export float3 reflection_vector(uniform bool up_z = true)
|
| 1167 |
+
[[
|
| 1168 |
+
anno::description("Reflection Vector"),
|
| 1169 |
+
anno::noinline()
|
| 1170 |
+
]]
|
| 1171 |
+
{
|
| 1172 |
+
float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
|
| 1173 |
+
return reflection_custom_world_normal(normal, false, up_z);
|
| 1174 |
+
}
|
| 1175 |
+
|
| 1176 |
+
export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]])
|
| 1177 |
+
[[
|
| 1178 |
+
anno::description("Dither TemporalAA"),
|
| 1179 |
+
anno::noinline()
|
| 1180 |
+
]]
|
| 1181 |
+
{
|
| 1182 |
+
return AlphaThreshold;
|
| 1183 |
+
}
|
| 1184 |
+
|
| 1185 |
+
export float3 black_body( float Temp )
|
| 1186 |
+
[[
|
| 1187 |
+
anno::description("Black Body"),
|
| 1188 |
+
anno::noinline()
|
| 1189 |
+
]]
|
| 1190 |
+
{
|
| 1191 |
+
float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp );
|
| 1192 |
+
float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp );
|
| 1193 |
+
|
| 1194 |
+
float x = 3*u / ( 2*u - 8*v + 4 );
|
| 1195 |
+
float y = 2*v / ( 2*u - 8*v + 4 );
|
| 1196 |
+
float z = 1 - x - y;
|
| 1197 |
+
|
| 1198 |
+
float Y = 1;
|
| 1199 |
+
float X = Y/y * x;
|
| 1200 |
+
float Z = Y/y * z;
|
| 1201 |
+
|
| 1202 |
+
float3x3 XYZtoRGB = float3x3(
|
| 1203 |
+
float3(3.2404542, -1.5371385, -0.4985314),
|
| 1204 |
+
float3(-0.9692660, 1.8760108, 0.0415560),
|
| 1205 |
+
float3(0.0556434, -0.2040259, 1.0572252)
|
| 1206 |
+
);
|
| 1207 |
+
|
| 1208 |
+
return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 );
|
| 1209 |
+
}
|
| 1210 |
+
|
| 1211 |
+
export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances)
|
| 1212 |
+
[[
|
| 1213 |
+
anno::description("Per Instance Random"),
|
| 1214 |
+
anno::noinline()
|
| 1215 |
+
]]
|
| 1216 |
+
{
|
| 1217 |
+
float weight = state::object_id() / float(NumberInstances);
|
| 1218 |
+
return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x;
|
| 1219 |
+
}
|
| 1220 |
+
|
| 1221 |
+
//------------------ Hair from UE4 -----------------------
|
| 1222 |
+
float3 hair_absorption_to_color(float3 A)
|
| 1223 |
+
{
|
| 1224 |
+
const float B = 0.3f;
|
| 1225 |
+
float b2 = B * B;
|
| 1226 |
+
float b3 = B * b2;
|
| 1227 |
+
float b4 = b2 * b2;
|
| 1228 |
+
float b5 = B * b4;
|
| 1229 |
+
float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5);
|
| 1230 |
+
return math::exp(-math::sqrt(A) * D);
|
| 1231 |
+
}
|
| 1232 |
+
|
| 1233 |
+
float3 hair_color_to_absorption(float3 C)
|
| 1234 |
+
{
|
| 1235 |
+
const float B = 0.3f;
|
| 1236 |
+
float b2 = B * B;
|
| 1237 |
+
float b3 = B * b2;
|
| 1238 |
+
float b4 = b2 * b2;
|
| 1239 |
+
float b5 = B * b4;
|
| 1240 |
+
float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5);
|
| 1241 |
+
return math::pow(math::log(C) / D, 2.0f);
|
| 1242 |
+
}
|
| 1243 |
+
|
| 1244 |
+
export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor)
|
| 1245 |
+
[[
|
| 1246 |
+
anno::description("Hair Color")
|
| 1247 |
+
]]
|
| 1248 |
+
{
|
| 1249 |
+
InMelanin = math::saturate(InMelanin);
|
| 1250 |
+
InRedness = math::saturate(InRedness);
|
| 1251 |
+
float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f));
|
| 1252 |
+
float Eumelanin = Melanin * (1 - InRedness);
|
| 1253 |
+
float Pheomelanin = Melanin * InRedness;
|
| 1254 |
+
|
| 1255 |
+
float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor));
|
| 1256 |
+
float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f);
|
| 1257 |
+
|
| 1258 |
+
return hair_absorption_to_color(Absorption + DyeAbsorption);
|
| 1259 |
+
}
|
| 1260 |
+
|
| 1261 |
+
export float3 local_object_bounds_min()
|
| 1262 |
+
[[
|
| 1263 |
+
anno::description("Local Object Bounds Min"),
|
| 1264 |
+
anno::noinline()
|
| 1265 |
+
]]
|
| 1266 |
+
{
|
| 1267 |
+
return float3(0.0);
|
| 1268 |
+
}
|
| 1269 |
+
|
| 1270 |
+
export float3 local_object_bounds_max()
|
| 1271 |
+
[[
|
| 1272 |
+
anno::description("Local Object Bounds Max"),
|
| 1273 |
+
anno::noinline()
|
| 1274 |
+
]]
|
| 1275 |
+
{
|
| 1276 |
+
return float3(100.0);
|
| 1277 |
+
}
|
| 1278 |
+
|
| 1279 |
+
export float3 object_bounds()
|
| 1280 |
+
[[
|
| 1281 |
+
anno::description("Object Bounds"),
|
| 1282 |
+
anno::noinline()
|
| 1283 |
+
]]
|
| 1284 |
+
{
|
| 1285 |
+
return float3(100.0);
|
| 1286 |
+
}
|
| 1287 |
+
|
| 1288 |
+
export float object_radius()
|
| 1289 |
+
[[
|
| 1290 |
+
anno::description("Object Radius"),
|
| 1291 |
+
anno::noinline()
|
| 1292 |
+
]]
|
| 1293 |
+
{
|
| 1294 |
+
return 100.0f;
|
| 1295 |
+
}
|
| 1296 |
+
|
| 1297 |
+
export float3 object_world_position(uniform bool up_z = true)
|
| 1298 |
+
[[
|
| 1299 |
+
anno::description("Object World Position"),
|
| 1300 |
+
anno::noinline()
|
| 1301 |
+
]]
|
| 1302 |
+
{
|
| 1303 |
+
return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0;
|
| 1304 |
+
}
|
| 1305 |
+
|
| 1306 |
+
export float3 object_orientation()
|
| 1307 |
+
[[
|
| 1308 |
+
anno::description("Object Orientation"),
|
| 1309 |
+
anno::noinline()
|
| 1310 |
+
]]
|
| 1311 |
+
{
|
| 1312 |
+
return float3(0);
|
| 1313 |
+
}
|
| 1314 |
+
|
| 1315 |
+
export float rcp(float x)
|
| 1316 |
+
[[
|
| 1317 |
+
anno::description("hlsl rcp"),
|
| 1318 |
+
anno::noinline()
|
| 1319 |
+
]]
|
| 1320 |
+
{
|
| 1321 |
+
return 1.0f / x;
|
| 1322 |
+
}
|
| 1323 |
+
|
| 1324 |
+
export float2 rcp(float2 x)
|
| 1325 |
+
[[
|
| 1326 |
+
anno::description("hlsl rcp"),
|
| 1327 |
+
anno::noinline()
|
| 1328 |
+
]]
|
| 1329 |
+
{
|
| 1330 |
+
return 1.0f / x;
|
| 1331 |
+
}
|
| 1332 |
+
|
| 1333 |
+
export float3 rcp(float3 x)
|
| 1334 |
+
[[
|
| 1335 |
+
anno::description("hlsl rcp"),
|
| 1336 |
+
anno::noinline()
|
| 1337 |
+
]]
|
| 1338 |
+
{
|
| 1339 |
+
return 1.0f / x;
|
| 1340 |
+
}
|
| 1341 |
+
|
| 1342 |
+
export float4 rcp(float4 x)
|
| 1343 |
+
[[
|
| 1344 |
+
anno::description("hlsl rcp"),
|
| 1345 |
+
anno::noinline()
|
| 1346 |
+
]]
|
| 1347 |
+
{
|
| 1348 |
+
return 1.0f / x;
|
| 1349 |
+
}
|
| 1350 |
+
|
| 1351 |
+
export int BitFieldExtractI32(int Data, int Size, int Offset)
|
| 1352 |
+
[[
|
| 1353 |
+
anno::description("BitFieldExtractI32 int"),
|
| 1354 |
+
anno::noinline()
|
| 1355 |
+
]]
|
| 1356 |
+
{
|
| 1357 |
+
Size &= 3;
|
| 1358 |
+
Offset &= 3;
|
| 1359 |
+
|
| 1360 |
+
if (Size == 0)
|
| 1361 |
+
return 0;
|
| 1362 |
+
else if (Offset + Size < 32)
|
| 1363 |
+
return (Data << (32 - Size - Offset)) >> (32 - Size);
|
| 1364 |
+
else
|
| 1365 |
+
return Data >> Offset;
|
| 1366 |
+
}
|
| 1367 |
+
|
| 1368 |
+
export int BitFieldExtractI32(float Data, float Size, float Offset)
|
| 1369 |
+
[[
|
| 1370 |
+
anno::description("BitFieldExtractI32 float"),
|
| 1371 |
+
anno::noinline()
|
| 1372 |
+
]]
|
| 1373 |
+
{
|
| 1374 |
+
return BitFieldExtractI32(int(Data), int(Size), int(Offset));
|
| 1375 |
+
}
|
| 1376 |
+
|
| 1377 |
+
export int BitFieldExtractU32(float Data, float Size, float Offset)
|
| 1378 |
+
[[
|
| 1379 |
+
anno::description("BitFieldExtractU32 float"),
|
| 1380 |
+
anno::noinline()
|
| 1381 |
+
]]
|
| 1382 |
+
{
|
| 1383 |
+
return BitFieldExtractI32(Data, Size, Offset);
|
| 1384 |
+
}
|
| 1385 |
+
|
| 1386 |
+
export int BitFieldExtractU32(int Data, int Size, int Offset)
|
| 1387 |
+
[[
|
| 1388 |
+
anno::description("BitFieldExtractU32 int"),
|
| 1389 |
+
anno::noinline()
|
| 1390 |
+
]]
|
| 1391 |
+
{
|
| 1392 |
+
return BitFieldExtractI32(Data, Size, Offset);
|
| 1393 |
+
}
|
| 1394 |
+
|
| 1395 |
+
export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha)
|
| 1396 |
+
[[
|
| 1397 |
+
anno::description("EyeAdaptationInverseLookup"),
|
| 1398 |
+
anno::noinline()
|
| 1399 |
+
]]
|
| 1400 |
+
{
|
| 1401 |
+
float Adaptation = 1.0f;
|
| 1402 |
+
|
| 1403 |
+
// When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation.
|
| 1404 |
+
// So the lerped value is:
|
| 1405 |
+
// LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T)
|
| 1406 |
+
// Which is simplified as:
|
| 1407 |
+
// LerpLogScale = Lerp(0,-log(Adaptation),T)
|
| 1408 |
+
// LerpLogScale = -T * logAdaptation;
|
| 1409 |
+
|
| 1410 |
+
float LerpLogScale = -Alpha * math::log(Adaptation);
|
| 1411 |
+
float Scale = math::exp(LerpLogScale);
|
| 1412 |
+
return LightValue * Scale;
|
| 1413 |
+
}
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/OmniUe4Subsurface.mdl
ADDED
|
@@ -0,0 +1,234 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 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 - fix reflection and transmission with subsurface color
|
| 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 - using absolute import paths when importing standard modules
|
| 33 |
+
|
| 34 |
+
|
| 35 |
+
mdl 1.3;
|
| 36 |
+
|
| 37 |
+
import ::df::*;
|
| 38 |
+
import ::state::*;
|
| 39 |
+
import ::math::*;
|
| 40 |
+
import ::tex::*;
|
| 41 |
+
import ::anno::*;
|
| 42 |
+
|
| 43 |
+
export annotation distill_off();
|
| 44 |
+
|
| 45 |
+
float emissive_multiplier()
|
| 46 |
+
[[
|
| 47 |
+
anno::description("the multiplier to convert UE4 emissive to raw data"),
|
| 48 |
+
anno::noinline()
|
| 49 |
+
]]
|
| 50 |
+
{
|
| 51 |
+
return 20.0f * 128.0f;
|
| 52 |
+
}
|
| 53 |
+
|
| 54 |
+
float get_subsurface_weight()
|
| 55 |
+
[[
|
| 56 |
+
anno::noinline()
|
| 57 |
+
]]
|
| 58 |
+
{
|
| 59 |
+
return 0.5f;
|
| 60 |
+
}
|
| 61 |
+
|
| 62 |
+
color get_subsurface_color(color subsurface_color)
|
| 63 |
+
[[
|
| 64 |
+
anno::noinline()
|
| 65 |
+
]]
|
| 66 |
+
{
|
| 67 |
+
return subsurface_color;
|
| 68 |
+
}
|
| 69 |
+
|
| 70 |
+
float get_subsurface_opacity(float subsurface_opacity)
|
| 71 |
+
[[
|
| 72 |
+
anno::noinline()
|
| 73 |
+
]]
|
| 74 |
+
{
|
| 75 |
+
return subsurface_opacity;
|
| 76 |
+
}
|
| 77 |
+
|
| 78 |
+
float3 tangent_space_normal(
|
| 79 |
+
float3 normal = float3(0.0,0.0,1.0),
|
| 80 |
+
float3 tangent_u = state::texture_tangent_u(0),
|
| 81 |
+
float3 tangent_v = state::texture_tangent_v(0)
|
| 82 |
+
)
|
| 83 |
+
[[
|
| 84 |
+
anno::description("Interprets the vector in tangent space"),
|
| 85 |
+
anno::noinline()
|
| 86 |
+
]]
|
| 87 |
+
{
|
| 88 |
+
return math::normalize(
|
| 89 |
+
tangent_u * normal.x - /* flip_tangent_v */
|
| 90 |
+
tangent_v * normal.y +
|
| 91 |
+
state::normal() * (normal.z));
|
| 92 |
+
}
|
| 93 |
+
|
| 94 |
+
float3 world_space_normal(
|
| 95 |
+
float3 normal = float3(0.0,0.0,1.0),
|
| 96 |
+
float3 tangent_u = state::texture_tangent_u(0),
|
| 97 |
+
float3 tangent_v = state::texture_tangent_v(0)
|
| 98 |
+
)
|
| 99 |
+
[[
|
| 100 |
+
anno::description("Interprets the vector in world space"),
|
| 101 |
+
anno::noinline()
|
| 102 |
+
]]
|
| 103 |
+
{
|
| 104 |
+
return tangent_space_normal(
|
| 105 |
+
math::normalize(
|
| 106 |
+
normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) -
|
| 107 |
+
normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) +
|
| 108 |
+
normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)),
|
| 109 |
+
tangent_u,
|
| 110 |
+
tangent_v
|
| 111 |
+
);
|
| 112 |
+
}
|
| 113 |
+
|
| 114 |
+
export material OmniUe4Subsurface(
|
| 115 |
+
float3 base_color = float3(0.0, 0.0, 0.0),
|
| 116 |
+
float metallic = 0.0,
|
| 117 |
+
float roughness = 0.5,
|
| 118 |
+
float specular = 0.5,
|
| 119 |
+
float3 normal = float3(0.0,0.0,1.0),
|
| 120 |
+
uniform bool enable_opacity = true,
|
| 121 |
+
float opacity = 1.0,
|
| 122 |
+
float opacity_mask = 1.0,
|
| 123 |
+
float3 emissive_color = float3(0.0, 0.0, 0.0),
|
| 124 |
+
float3 subsurface_color = float3(1.0, 1.0, 1.0),
|
| 125 |
+
float3 displacement = float3(0.0),
|
| 126 |
+
uniform bool is_tangent_space_normal = true,
|
| 127 |
+
uniform bool two_sided = false
|
| 128 |
+
)
|
| 129 |
+
[[
|
| 130 |
+
anno::display_name("Omni UE4 Subsurface"),
|
| 131 |
+
anno::description("Omni UE4 Subsurface, supports UE4 Subsurface shading model"),
|
| 132 |
+
anno::version( 1, 0, 0),
|
| 133 |
+
anno::author("NVIDIA CORPORATION"),
|
| 134 |
+
anno::key_words(string[]("omni", "UE4", "omniverse", "subsurface")),
|
| 135 |
+
distill_off()
|
| 136 |
+
]]
|
| 137 |
+
= let {
|
| 138 |
+
color final_base_color = math::saturate(base_color);
|
| 139 |
+
float final_metallic = math::saturate(metallic);
|
| 140 |
+
float final_roughness = math::saturate(roughness);
|
| 141 |
+
float final_specular = math::saturate(specular);
|
| 142 |
+
color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/
|
| 143 |
+
float3 final_normal = math::normalize(normal);
|
| 144 |
+
color final_subsurface_color = math::saturate(subsurface_color);
|
| 145 |
+
float final_opacity = math::saturate(opacity);
|
| 146 |
+
|
| 147 |
+
// - compute final roughness by squaring the "roughness" parameter
|
| 148 |
+
float alpha = final_roughness * final_roughness;
|
| 149 |
+
// reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering
|
| 150 |
+
float grazing_refl = math::max((1.0 - final_roughness), 0.0);
|
| 151 |
+
|
| 152 |
+
bsdf reflection_component = df::diffuse_reflection_bsdf(tint: final_base_color);
|
| 153 |
+
bsdf subsurface_reflection_component = df::diffuse_reflection_bsdf(tint: get_subsurface_color(subsurface_color: final_subsurface_color));
|
| 154 |
+
bsdf transmit_component = df::diffuse_transmission_bsdf(tint: get_subsurface_color(subsurface_color: final_subsurface_color));
|
| 155 |
+
|
| 156 |
+
// for the dielectric component we layer the glossy component on top of the diffuse one,
|
| 157 |
+
// the glossy layer has no color tint
|
| 158 |
+
bsdf dielectric_component = df::custom_curve_layer(
|
| 159 |
+
weight: final_specular,
|
| 160 |
+
normal_reflectivity: 0.08,
|
| 161 |
+
grazing_reflectivity: grazing_refl,
|
| 162 |
+
layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha),
|
| 163 |
+
base: df::normalized_mix(
|
| 164 |
+
components:
|
| 165 |
+
df::bsdf_component[](
|
| 166 |
+
df::bsdf_component(
|
| 167 |
+
component: reflection_component,
|
| 168 |
+
weight: 1.0f - get_subsurface_weight()),
|
| 169 |
+
df::bsdf_component(
|
| 170 |
+
component: subsurface_reflection_component,
|
| 171 |
+
weight: get_subsurface_opacity(subsurface_opacity: final_opacity) * get_subsurface_weight()),
|
| 172 |
+
df::bsdf_component(
|
| 173 |
+
component: transmit_component,
|
| 174 |
+
weight: (1.0 - get_subsurface_opacity(subsurface_opacity: final_opacity)) * get_subsurface_weight())
|
| 175 |
+
)
|
| 176 |
+
)
|
| 177 |
+
);
|
| 178 |
+
|
| 179 |
+
// the metallic component doesn't have a diffuse component, it's only glossy
|
| 180 |
+
// base_color is applied to tint it
|
| 181 |
+
bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha);
|
| 182 |
+
|
| 183 |
+
// final BSDF is a linear blend between dielectric and metallic component
|
| 184 |
+
bsdf dielectric_metal_mix =
|
| 185 |
+
df::normalized_mix(
|
| 186 |
+
components:
|
| 187 |
+
df::bsdf_component[](
|
| 188 |
+
df::bsdf_component(
|
| 189 |
+
component: metallic_component,
|
| 190 |
+
weight: final_metallic),
|
| 191 |
+
df::bsdf_component(
|
| 192 |
+
component: dielectric_component,
|
| 193 |
+
weight: 1.0-final_metallic)
|
| 194 |
+
)
|
| 195 |
+
);
|
| 196 |
+
|
| 197 |
+
float3 the_normal = is_tangent_space_normal ?
|
| 198 |
+
tangent_space_normal(
|
| 199 |
+
normal: final_normal,
|
| 200 |
+
tangent_u: state::texture_tangent_u(0),
|
| 201 |
+
tangent_v: state::texture_tangent_v(0)
|
| 202 |
+
) : world_space_normal(
|
| 203 |
+
normal: final_normal,
|
| 204 |
+
tangent_u: state::texture_tangent_u(0),
|
| 205 |
+
tangent_v: state::texture_tangent_v(0)
|
| 206 |
+
);
|
| 207 |
+
|
| 208 |
+
|
| 209 |
+
bsdf surface = dielectric_metal_mix;
|
| 210 |
+
|
| 211 |
+
}
|
| 212 |
+
in material(
|
| 213 |
+
thin_walled: two_sided, // Graphene?
|
| 214 |
+
surface: material_surface(
|
| 215 |
+
scattering: surface,
|
| 216 |
+
emission:
|
| 217 |
+
material_emission (
|
| 218 |
+
emission: df::diffuse_edf (),
|
| 219 |
+
intensity: final_emissive_color
|
| 220 |
+
)
|
| 221 |
+
),
|
| 222 |
+
backface: material_surface(
|
| 223 |
+
emission:
|
| 224 |
+
material_emission (
|
| 225 |
+
emission: df::diffuse_edf (),
|
| 226 |
+
intensity: final_emissive_color
|
| 227 |
+
)
|
| 228 |
+
),
|
| 229 |
+
geometry: material_geometry(
|
| 230 |
+
displacement: displacement,
|
| 231 |
+
normal: the_normal,
|
| 232 |
+
cutout_opacity: enable_opacity ? opacity_mask : 1.0
|
| 233 |
+
)
|
| 234 |
+
);
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/OmniUe4Translucent.mdl
ADDED
|
@@ -0,0 +1,233 @@
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 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 - Emissive color affected by opacity
|
| 31 |
+
// - Support opacity mask
|
| 32 |
+
//* 1.0.2 - Unlit translucent
|
| 33 |
+
//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf
|
| 34 |
+
//* 1.0.4 - using absolute import paths when importing standard modules
|
| 35 |
+
|
| 36 |
+
mdl 1.3;
|
| 37 |
+
|
| 38 |
+
import ::df::*;
|
| 39 |
+
import ::state::*;
|
| 40 |
+
import ::math::*;
|
| 41 |
+
import ::tex::*;
|
| 42 |
+
import ::anno::*;
|
| 43 |
+
|
| 44 |
+
float emissive_multiplier()
|
| 45 |
+
[[
|
| 46 |
+
anno::description("the multiplier to convert UE4 emissive to raw data"),
|
| 47 |
+
anno::noinline()
|
| 48 |
+
]]
|
| 49 |
+
{
|
| 50 |
+
return 20.0f * 128.0f;
|
| 51 |
+
}
|
| 52 |
+
|
| 53 |
+
color get_translucent_tint(color base_color, float opacity)
|
| 54 |
+
[[
|
| 55 |
+
anno::description("base color of UE4 translucent"),
|
| 56 |
+
anno::noinline()
|
| 57 |
+
]]
|
| 58 |
+
{
|
| 59 |
+
return math::lerp(color(1.0), base_color, opacity);
|
| 60 |
+
}
|
| 61 |
+
|
| 62 |
+
// Just for UE4 distilling
|
| 63 |
+
float get_translucent_opacity(float opacity)
|
| 64 |
+
[[
|
| 65 |
+
anno::noinline()
|
| 66 |
+
]]
|
| 67 |
+
{
|
| 68 |
+
return opacity;
|
| 69 |
+
}
|
| 70 |
+
|
| 71 |
+
color get_emissive_intensity(color emissive, float opacity)
|
| 72 |
+
[[
|
| 73 |
+
anno::description("emissive color of UE4 translucent"),
|
| 74 |
+
anno::noinline()
|
| 75 |
+
]]
|
| 76 |
+
{
|
| 77 |
+
return emissive * opacity;
|
| 78 |
+
}
|
| 79 |
+
|
| 80 |
+
float3 tangent_space_normal(
|
| 81 |
+
float3 normal = float3(0.0,0.0,1.0),
|
| 82 |
+
float3 tangent_u = state::texture_tangent_u(0),
|
| 83 |
+
float3 tangent_v = state::texture_tangent_v(0)
|
| 84 |
+
)
|
| 85 |
+
[[
|
| 86 |
+
anno::description("Interprets the vector in tangent space"),
|
| 87 |
+
anno::noinline()
|
| 88 |
+
]]
|
| 89 |
+
{
|
| 90 |
+
return math::normalize(
|
| 91 |
+
tangent_u * normal.x -
|
| 92 |
+
tangent_v * normal.y + /* flip_tangent_v */
|
| 93 |
+
state::normal() * (normal.z));
|
| 94 |
+
}
|
| 95 |
+
|
| 96 |
+
float3 world_space_normal(
|
| 97 |
+
float3 normal = float3(0.0,0.0,1.0),
|
| 98 |
+
float3 tangent_u = state::texture_tangent_u(0),
|
| 99 |
+
float3 tangent_v = state::texture_tangent_v(0)
|
| 100 |
+
)
|
| 101 |
+
[[
|
| 102 |
+
anno::description("Interprets the vector in world space"),
|
| 103 |
+
anno::noinline()
|
| 104 |
+
]]
|
| 105 |
+
{
|
| 106 |
+
return tangent_space_normal(
|
| 107 |
+
math::normalize(
|
| 108 |
+
normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) -
|
| 109 |
+
normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) +
|
| 110 |
+
normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)),
|
| 111 |
+
tangent_u,
|
| 112 |
+
tangent_v
|
| 113 |
+
);
|
| 114 |
+
}
|
| 115 |
+
|
| 116 |
+
export material OmniUe4Translucent(
|
| 117 |
+
float3 base_color = float3(0.0, 0.0, 0.0),
|
| 118 |
+
float metallic = 0.0,
|
| 119 |
+
float roughness = 0.5,
|
| 120 |
+
float specular = 0.5,
|
| 121 |
+
float3 normal = float3(0.0,0.0,1.0),
|
| 122 |
+
uniform bool enable_opacity = true,
|
| 123 |
+
float opacity = 1.0,
|
| 124 |
+
float opacity_mask = 1.0,
|
| 125 |
+
float3 emissive_color = float3(0.0, 0.0, 0.0),
|
| 126 |
+
float3 displacement = float3(0.0),
|
| 127 |
+
uniform float refraction = 1.0,
|
| 128 |
+
uniform bool two_sided = false,
|
| 129 |
+
uniform bool is_tangent_space_normal = true,
|
| 130 |
+
uniform bool is_unlit = false
|
| 131 |
+
)
|
| 132 |
+
[[
|
| 133 |
+
anno::display_name("Omni UE4 Translucent"),
|
| 134 |
+
anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"),
|
| 135 |
+
anno::version( 1, 0, 0),
|
| 136 |
+
anno::author("NVIDIA CORPORATION"),
|
| 137 |
+
anno::key_words(string[]("omni", "UE4", "omniverse", "translucent"))
|
| 138 |
+
]]
|
| 139 |
+
= let {
|
| 140 |
+
color final_base_color = math::saturate(base_color);
|
| 141 |
+
float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f);
|
| 142 |
+
float final_roughness = math::saturate(roughness);
|
| 143 |
+
float final_specular = math::saturate(specular);
|
| 144 |
+
color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/
|
| 145 |
+
float final_opacity = math::saturate(opacity);
|
| 146 |
+
float3 final_normal = math::normalize(normal);
|
| 147 |
+
|
| 148 |
+
|
| 149 |
+
// - compute final roughness by squaring the "roughness" parameter
|
| 150 |
+
float alpha = final_roughness * final_roughness;
|
| 151 |
+
// reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering
|
| 152 |
+
float grazing_refl = math::max((1.0 - final_roughness), 0.0);
|
| 153 |
+
|
| 154 |
+
float3 the_normal = is_unlit ? state::normal() :
|
| 155 |
+
(is_tangent_space_normal ?
|
| 156 |
+
tangent_space_normal(
|
| 157 |
+
normal: final_normal,
|
| 158 |
+
tangent_u: state::texture_tangent_u(0),
|
| 159 |
+
tangent_v: state::texture_tangent_v(0)
|
| 160 |
+
) : world_space_normal(
|
| 161 |
+
normal: final_normal,
|
| 162 |
+
tangent_u: state::texture_tangent_u(0),
|
| 163 |
+
tangent_v: state::texture_tangent_v(0)
|
| 164 |
+
));
|
| 165 |
+
|
| 166 |
+
// for the dielectric component we layer the glossy component on top of the diffuse one,
|
| 167 |
+
// the glossy layer has no color tint
|
| 168 |
+
|
| 169 |
+
bsdf dielectric_component = df::custom_curve_layer(
|
| 170 |
+
weight: final_specular,
|
| 171 |
+
normal_reflectivity: 0.08,
|
| 172 |
+
grazing_reflectivity: grazing_refl,
|
| 173 |
+
layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha),
|
| 174 |
+
base: df::diffuse_reflection_bsdf(tint: final_base_color));
|
| 175 |
+
|
| 176 |
+
// the metallic component doesn't have a diffuse component, it's only glossy
|
| 177 |
+
// base_color is applied to tint it
|
| 178 |
+
bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha);
|
| 179 |
+
|
| 180 |
+
// final BSDF is a linear blend between dielectric and metallic component
|
| 181 |
+
bsdf dielectric_metal_mix =
|
| 182 |
+
df::normalized_mix(
|
| 183 |
+
components:
|
| 184 |
+
df::bsdf_component[](
|
| 185 |
+
df::bsdf_component(
|
| 186 |
+
component: metallic_component,
|
| 187 |
+
weight: final_metallic),
|
| 188 |
+
df::bsdf_component(
|
| 189 |
+
component: dielectric_component,
|
| 190 |
+
weight: 1.0-final_metallic)
|
| 191 |
+
)
|
| 192 |
+
);
|
| 193 |
+
|
| 194 |
+
bsdf frosted_bsdf = df::specular_bsdf(
|
| 195 |
+
tint: color(1),
|
| 196 |
+
mode: df::scatter_reflect_transmit
|
| 197 |
+
);
|
| 198 |
+
|
| 199 |
+
bsdf final_mix_bsdf =
|
| 200 |
+
is_unlit ? df::specular_bsdf(
|
| 201 |
+
tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity),
|
| 202 |
+
mode: df::scatter_reflect_transmit
|
| 203 |
+
)
|
| 204 |
+
: df::normalized_mix(
|
| 205 |
+
components:
|
| 206 |
+
df::bsdf_component[](
|
| 207 |
+
df::bsdf_component(
|
| 208 |
+
component: dielectric_metal_mix,
|
| 209 |
+
weight: get_translucent_opacity(final_opacity)),
|
| 210 |
+
df::bsdf_component(
|
| 211 |
+
component: frosted_bsdf,
|
| 212 |
+
weight: 1.0-get_translucent_opacity(final_opacity))
|
| 213 |
+
)
|
| 214 |
+
);
|
| 215 |
+
}
|
| 216 |
+
in material(
|
| 217 |
+
thin_walled: two_sided, // Graphene?
|
| 218 |
+
ior: color(refraction), //refraction
|
| 219 |
+
surface: material_surface(
|
| 220 |
+
scattering: final_mix_bsdf,
|
| 221 |
+
emission:
|
| 222 |
+
material_emission (
|
| 223 |
+
emission: df::diffuse_edf (),
|
| 224 |
+
intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity)
|
| 225 |
+
)
|
| 226 |
+
),
|
| 227 |
+
|
| 228 |
+
geometry: material_geometry(
|
| 229 |
+
displacement: displacement,
|
| 230 |
+
normal: the_normal,
|
| 231 |
+
cutout_opacity: enable_opacity ? opacity_mask : 1.0
|
| 232 |
+
)
|
| 233 |
+
);
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/T_5f0d8e6ed849e100010ee906_emission_Mat.mdl
ADDED
|
@@ -0,0 +1,54 @@
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|
| 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 T_5f0d8e6ed849e100010ee906_emission_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/8b68d61d4010afe6beed.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) * 2.0);
|
| 35 |
+
|
| 36 |
+
float3 EmissiveColor_mdl = Local1;
|
| 37 |
+
float OpacityMask_mdl = 1.0;
|
| 38 |
+
float3 BaseColor_mdl = float3(Local0.x,Local0.y,Local0.z);
|
| 39 |
+
float Metallic_mdl = 0.0;
|
| 40 |
+
float Specular_mdl = 0.5;
|
| 41 |
+
float Roughness_mdl = 0.5;
|
| 42 |
+
float SurfaceThickness_mdl = 0.01;
|
| 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 |
+
displacement: WorldPositionOffset_mdl,
|
| 54 |
+
two_sided: false);
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/00680182c5c871eff1a0.png
ADDED
|
Git LFS Details
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/027a10d9b84303b1949c.png
ADDED
|
Git LFS Details
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/02f033f80f2f1fa47f35.png
ADDED
|
Git LFS Details
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/0356d62045d821a287c3.png
ADDED
|
Git LFS Details
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/03eeb35abef5264dc5c0.png
ADDED
|
Git LFS Details
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/0400fb31cd84a4bf7889.png
ADDED
|
Git LFS Details
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/048ac0915b55a91ab7b1.png
ADDED
|
Git LFS Details
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/05717d29d73ab59b0ea3.png
ADDED
|
Git LFS Details
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/0831cde1151ae546b448.png
ADDED
|
Git LFS Details
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/0ab09ded9d96696bc3f0.png
ADDED
|
Git LFS Details
|
assets/scenes/kujiale_0004_multitask/dependencies/kujiale_0004_simready/Materials/Textures/0b9756b1d6b5f392d288.png
ADDED
|
Git LFS Details
|