bobbma commited on
Commit
d6d3aca
·
verified ·
1 Parent(s): dcffc2d

Remove asset directories excluded by local gitignore

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Remove assets/scenes/kujiale_0004 and assets/scenes/kujiale_0004_multitask/cache according to the local directory ignore rules.

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  1. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/.thumbs/256x256/kujiale_0004.usda.png +0 -3
  2. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/BasicShapeMaterial.mdl +0 -56
  3. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/MI_5a21182032367a738188b194.mdl +0 -313
  4. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/MI_5c6aa7b05854e20001a1e243.mdl +0 -290
  5. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/M_59268dbcbc974b45eaafd427.mdl +0 -66
  6. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/M_BaseMaterial.mdl +0 -290
  7. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/M_BaseMaterial_twosided.mdl +0 -290
  8. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/M_BaseMaterial_v2.mdl +0 -914
  9. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/M_BaseMaterial_v2_twosided.mdl +0 -914
  10. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/M_TranslucentMaterial.mdl +0 -313
  11. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/M_TranslucentMaterial_v2.mdl +0 -1073
  12. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/OmniUe4Base.mdl +0 -224
  13. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/OmniUe4Function.mdl +0 -1413
  14. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/OmniUe4Subsurface.mdl +0 -234
  15. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/OmniUe4Translucent.mdl +0 -233
  16. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/T_5f0d8e6ed849e100010ee906_emission_Mat.mdl +0 -54
  17. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/22.png +0 -3
  18. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/3d66Mat-10966853-maps-2.png +0 -3
  19. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/3d66Mat-13918078-maps-3.png +0 -3
  20. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/3d66Mat-13918103-maps-3.png +0 -3
  21. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/3d66Mat-13918103-maps-4.png +0 -3
  22. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/3d66Mat-13918103-maps-5.png +0 -3
  23. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/Black.jpg +0 -3
  24. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/BlackPlaceholder.png +0 -3
  25. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/DefaultDiffuse.png +0 -3
  26. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/DefaultNormal.png +0 -3
  27. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/DefaultTexture.png +0 -3
  28. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/Fabirc04.jpeg +0 -3
  29. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/Fabric001.jpg +0 -3
  30. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/Fabric_000.jpeg +0 -3
  31. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/Fabric_Normal01.png +0 -3
  32. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/Floor01.jpeg +0 -3
  33. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/Glass_Normal01.jpeg +0 -3
  34. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/Gray_Marble6.jpeg +0 -3
  35. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/Leather_Normal01.png +0 -3
  36. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/Marble02.jpeg +0 -3
  37. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/Marble03.jpeg +0 -3
  38. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/Marble04.jpeg +0 -3
  39. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/Placeholder_Normal.png +0 -3
  40. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/T_5298360ce4b01e3a91d566ef_color.png +0 -3
  41. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/T_5298360ce4b01e3a91d566ef_metallic.png +0 -3
  42. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/T_5298360ce4b01e3a91d566f1_color.png +0 -3
  43. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/T_5298360ce4b01e3a91d566f1_metallic.png +0 -3
  44. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/T_5298360ce4b01e3a91d566f2_color.png +0 -3
  45. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/T_5298360ce4b01e3a91d566f2_metallic.png +0 -3
  46. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/T_5298360ce4b01e3a91d566f3_color.png +0 -3
  47. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/T_5298360ce4b01e3a91d566f3_metallic.png +0 -3
  48. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/T_5298360ce4b01e3a91d566f5_color.png +0 -3
  49. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/T_5298360ce4b01e3a91d566f5_metallic.png +0 -3
  50. assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/T_5298360ce4b01e3a91d566f6_color.png +0 -3
assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/.thumbs/256x256/kujiale_0004.usda.png DELETED

Git LFS Details

  • SHA256: d9c12a2420bfcb9930f1fbd7f6863b343a7e9fcd42ba224e7137b0a5f37684d2
  • Pointer size: 131 Bytes
  • Size of remote file: 141 kB
assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/BasicShapeMaterial.mdl DELETED
@@ -1,56 +0,0 @@
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/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/MI_5a21182032367a738188b194.mdl DELETED
@@ -1,313 +0,0 @@
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 MI_5a21182032367a738188b194(
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/T_Normal.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/DefaultTexture.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/DefaultTexture.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/DefaultTexture.png",::tex::gamma_srgb)
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/DefaultTexture.png",::tex::gamma_srgb)
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/DefaultTexture.png",::tex::gamma_srgb)
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/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/MI_5c6aa7b05854e20001a1e243.mdl DELETED
@@ -1,290 +0,0 @@
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 MI_5c6aa7b05854e20001a1e243(
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/T_Normal.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/DefaultTexture.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/DefaultTexture.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/DefaultTexture.png",::tex::gamma_srgb)
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/DefaultTexture.png",::tex::gamma_srgb)
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/DefaultTexture.png",::tex::gamma_srgb)
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/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/M_59268dbcbc974b45eaafd427.mdl DELETED
@@ -1,66 +0,0 @@
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/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/M_BaseMaterial.mdl DELETED
@@ -1,290 +0,0 @@
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(
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/T_Normal.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/DefaultTexture.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/DefaultTexture.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/DefaultTexture.png",::tex::gamma_srgb)
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/DefaultTexture.png",::tex::gamma_srgb)
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/DefaultTexture.png",::tex::gamma_srgb)
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: false);
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/M_BaseMaterial_twosided.mdl DELETED
@@ -1,290 +0,0 @@
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/T_Normal.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/DefaultTexture.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/DefaultTexture.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/DefaultTexture.png",::tex::gamma_srgb)
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/DefaultTexture.png",::tex::gamma_srgb)
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/DefaultTexture.png",::tex::gamma_srgb)
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/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/M_BaseMaterial_v2.mdl DELETED
@@ -1,914 +0,0 @@
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_v2(
21
- float IsNormal = 0.0
22
- [[
23
- anno::display_name("IsNormal"),
24
- anno::ui_order(32)
25
- ]],
26
- float IsFlip = 0.0
27
- [[
28
- anno::display_name("IsFlip"),
29
- anno::ui_order(32),
30
- anno::in_group("Normal")
31
- ]],
32
- uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear)
33
- [[
34
- anno::display_name("NormalTex"),
35
- anno::ui_order(32),
36
- anno::in_group("Normal"),
37
- sampler_normal()
38
- ]],
39
- float4 NormalUVW = float4(1.0,1.0,0.0,1.0)
40
- [[
41
- anno::display_name("NormalUVW"),
42
- anno::ui_order(4),
43
- anno::in_group("Normal")
44
- ]],
45
- float4 NormalOffset = float4(0.0,0.0,0.0,1.0)
46
- [[
47
- anno::display_name("NormalOffset"),
48
- anno::ui_order(5),
49
- anno::in_group("Normal")
50
- ]],
51
- float NormalIntensity = 0.0
52
- [[
53
- anno::display_name("NormalIntensity"),
54
- anno::ui_order(32),
55
- anno::in_group("Normal")
56
- ]],
57
- float EmissionIsTexType = 0.0
58
- [[
59
- anno::display_name("EmissionIsTexType"),
60
- anno::description("0 is color, 1 is tex, 2 is falloff
61
- "),
62
- anno::ui_order(1),
63
- anno::in_group("Emission")
64
- ]],
65
- float EmissionFalloffValue1Type = 0.0
66
- [[
67
- anno::display_name("EmissionFalloffValue1Type"),
68
- anno::ui_order(7),
69
- anno::in_group("Emission")
70
- ]],
71
- float EmissionFalloffFloat = 0.0
72
- [[
73
- anno::display_name("EmissionFalloffFloat"),
74
- anno::ui_order(8),
75
- anno::in_group("Emission")
76
- ]],
77
- float4 EmissionColor = float4(0.0,0.0,0.0,1.0)
78
- [[
79
- anno::display_name("EmissionColor"),
80
- anno::ui_order(2),
81
- anno::in_group("Emission")
82
- ]],
83
- uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
84
- [[
85
- anno::display_name("EmissionTex"),
86
- anno::ui_order(3),
87
- anno::in_group("Emission"),
88
- sampler_color()
89
- ]],
90
- float4 EmissionUVW = float4(1.0,1.0,0.0,1.0)
91
- [[
92
- anno::display_name("EmissionUVW"),
93
- anno::ui_order(4),
94
- anno::in_group("Emission")
95
- ]],
96
- float4 EmissionOffset = float4(0.0,0.0,0.0,1.0)
97
- [[
98
- anno::display_name("EmissionOffset"),
99
- anno::ui_order(5),
100
- anno::in_group("Emission")
101
- ]],
102
- float EmissionFalloffValue2Type = 0.0
103
- [[
104
- anno::display_name("EmissionFalloffValue2Type"),
105
- anno::ui_order(9),
106
- anno::in_group("Emission")
107
- ]],
108
- float EmissionFalloffFloat_2 = 0.0
109
- [[
110
- anno::display_name("EmissionFalloffFloat_2"),
111
- anno::ui_order(10),
112
- anno::in_group("Emission")
113
- ]],
114
- float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0)
115
- [[
116
- anno::display_name("EmissionColor_2"),
117
- anno::ui_order(11),
118
- anno::in_group("Emission")
119
- ]],
120
- uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
121
- [[
122
- anno::display_name("EmissionTex_2"),
123
- anno::ui_order(12),
124
- anno::in_group("Emission"),
125
- sampler_color()
126
- ]],
127
- float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0)
128
- [[
129
- anno::display_name("EmissionUVW_2"),
130
- anno::ui_order(13),
131
- anno::in_group("Emission")
132
- ]],
133
- float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0)
134
- [[
135
- anno::display_name("EmissionOffset_2"),
136
- anno::ui_order(14),
137
- anno::in_group("Emission")
138
- ]],
139
- float EmissionFalloffFreshnelIor = 1.6
140
- [[
141
- anno::display_name("EmissionFalloffFreshnelIor"),
142
- anno::ui_order(6),
143
- anno::in_group("Emission")
144
- ]],
145
- float ColorIsTexType = 0.0
146
- [[
147
- anno::display_name("ColorIsTexType"),
148
- anno::description("0 is color, 1 is tex, 2 is falloff
149
- "),
150
- anno::ui_order(1),
151
- anno::in_group("Color")
152
- ]],
153
- float ColorFalloffValue1Type = 0.0
154
- [[
155
- anno::display_name("ColorFalloffValue1Type"),
156
- anno::ui_order(7),
157
- anno::in_group("Color")
158
- ]],
159
- float ColorFalloffFloat = 0.0
160
- [[
161
- anno::display_name("ColorFalloffFloat"),
162
- anno::ui_order(10),
163
- anno::in_group("Color")
164
- ]],
165
- float4 ColorColor = float4(1.0,1.0,1.0,1.0)
166
- [[
167
- anno::display_name("ColorColor"),
168
- anno::ui_order(2),
169
- anno::in_group("Color")
170
- ]],
171
- uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
172
- [[
173
- anno::display_name("ColorTex"),
174
- anno::ui_order(3),
175
- anno::in_group("Color"),
176
- sampler_color()
177
- ]],
178
- float4 ColorUVW = float4(1.0,1.0,0.0,1.0)
179
- [[
180
- anno::display_name("ColorUVW"),
181
- anno::ui_order(4),
182
- anno::in_group("Color")
183
- ]],
184
- float4 ColorOffset = float4(0.0,0.0,0.0,1.0)
185
- [[
186
- anno::display_name("ColorOffset"),
187
- anno::ui_order(5),
188
- anno::in_group("Color")
189
- ]],
190
- float ColorFalloffValue2Type = 0.0
191
- [[
192
- anno::display_name("ColorFalloffValue2Type"),
193
- anno::ui_order(9),
194
- anno::in_group("Color")
195
- ]],
196
- float ColorFalloffFloat_2 = 0.0
197
- [[
198
- anno::display_name("ColorFalloffFloat_2"),
199
- anno::ui_order(10),
200
- anno::in_group("Color")
201
- ]],
202
- float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0)
203
- [[
204
- anno::display_name("ColorColor_2"),
205
- anno::ui_order(11),
206
- anno::in_group("Color")
207
- ]],
208
- uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
209
- [[
210
- anno::display_name("ColorTex_2"),
211
- anno::ui_order(12),
212
- anno::in_group("Color"),
213
- sampler_color()
214
- ]],
215
- float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0)
216
- [[
217
- anno::display_name("ColorUVW_2"),
218
- anno::ui_order(13),
219
- anno::in_group("Color")
220
- ]],
221
- float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0)
222
- [[
223
- anno::display_name("ColorOffset_2"),
224
- anno::ui_order(14),
225
- anno::in_group("Color")
226
- ]],
227
- float ColorFalloffFreshnelIor = 1.6
228
- [[
229
- anno::display_name("ColorFalloffFreshnelIor"),
230
- anno::ui_order(6),
231
- anno::in_group("Color")
232
- ]],
233
- float MetallicIsTexType = 0.0
234
- [[
235
- anno::display_name("MetallicIsTexType"),
236
- anno::description("0 is color, 1 is tex, 2 is falloff
237
- "),
238
- anno::ui_order(1),
239
- anno::in_group("Metallic")
240
- ]],
241
- float MetallicFalloffValue1Type = 0.0
242
- [[
243
- anno::display_name("MetallicFalloffValue1Type"),
244
- anno::ui_order(7),
245
- anno::in_group("Metallic")
246
- ]],
247
- float MetallicFalloffFloat = 0.0
248
- [[
249
- anno::display_name("MetallicFalloffFloat"),
250
- anno::ui_order(8),
251
- anno::in_group("Metallic")
252
- ]],
253
- float MetallicFloat = 0.0
254
- [[
255
- anno::display_name("MetallicFloat"),
256
- anno::ui_order(2),
257
- anno::in_group("Metallic")
258
- ]],
259
- uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
260
- [[
261
- anno::display_name("MetallicTex"),
262
- anno::ui_order(3),
263
- anno::in_group("Metallic"),
264
- sampler_color()
265
- ]],
266
- float4 MetallicUVW = float4(1.0,1.0,0.0,1.0)
267
- [[
268
- anno::display_name("MetallicUVW"),
269
- anno::ui_order(4),
270
- anno::in_group("Metallic")
271
- ]],
272
- float4 MetallicOffset = float4(0.0,0.0,0.0,1.0)
273
- [[
274
- anno::display_name("MetallicOffset"),
275
- anno::ui_order(5),
276
- anno::in_group("Metallic")
277
- ]],
278
- float MetallicFalloffValue2Type = 0.0
279
- [[
280
- anno::display_name("MetallicFalloffValue2Type"),
281
- anno::ui_order(9),
282
- anno::in_group("Metallic")
283
- ]],
284
- float MetallicFalloffFloat_2 = 0.0
285
- [[
286
- anno::display_name("MetallicFalloffFloat_2"),
287
- anno::ui_order(10),
288
- anno::in_group("Metallic")
289
- ]],
290
- float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0)
291
- [[
292
- anno::display_name("MetallicColor_2"),
293
- anno::ui_order(11),
294
- anno::in_group("Metallic")
295
- ]],
296
- uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
297
- [[
298
- anno::display_name("MetallicTex_2"),
299
- anno::ui_order(12),
300
- anno::in_group("Metallic"),
301
- sampler_color()
302
- ]],
303
- float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0)
304
- [[
305
- anno::display_name("MetallicUVW_2"),
306
- anno::ui_order(13),
307
- anno::in_group("Metallic")
308
- ]],
309
- float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0)
310
- [[
311
- anno::display_name("MetallicOffset_2"),
312
- anno::ui_order(14),
313
- anno::in_group("Metallic")
314
- ]],
315
- float MetallicFalloffFreshnelIor = 1.6
316
- [[
317
- anno::display_name("MetallicFalloffFreshnelIor"),
318
- anno::ui_order(6),
319
- anno::in_group("Metallic")
320
- ]],
321
- float SpecularIsTexType = 0.0
322
- [[
323
- anno::display_name("SpecularIsTexType"),
324
- anno::description("0 is color, 1 is tex, 2 is falloff
325
- "),
326
- anno::ui_order(1),
327
- anno::in_group("Specular")
328
- ]],
329
- float SpecularFalloffValue1Type = 0.0
330
- [[
331
- anno::display_name("SpecularFalloffValue1Type"),
332
- anno::ui_order(7),
333
- anno::in_group("Specular")
334
- ]],
335
- float SpecularFalloffFloat = 0.0
336
- [[
337
- anno::display_name("SpecularFalloffFloat"),
338
- anno::ui_order(8),
339
- anno::in_group("Specular")
340
- ]],
341
- float SpecularFloat = 0.0
342
- [[
343
- anno::display_name("SpecularFloat"),
344
- anno::ui_order(2),
345
- anno::in_group("Specular")
346
- ]],
347
- uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
348
- [[
349
- anno::display_name("SpecularTex"),
350
- anno::ui_order(3),
351
- anno::in_group("Specular"),
352
- sampler_color()
353
- ]],
354
- float4 SpecularUVW = float4(1.0,1.0,0.0,1.0)
355
- [[
356
- anno::display_name("SpecularUVW"),
357
- anno::ui_order(4),
358
- anno::in_group("Specular")
359
- ]],
360
- float4 SpecularOffset = float4(0.0,0.0,0.0,1.0)
361
- [[
362
- anno::display_name("SpecularOffset"),
363
- anno::ui_order(5),
364
- anno::in_group("Specular")
365
- ]],
366
- float SpecularFalloffValue2Type = 0.0
367
- [[
368
- anno::display_name("SpecularFalloffValue2Type"),
369
- anno::ui_order(9),
370
- anno::in_group("Specular")
371
- ]],
372
- float SpecularFalloffFloat_2 = 0.0
373
- [[
374
- anno::display_name("SpecularFalloffFloat_2"),
375
- anno::ui_order(10),
376
- anno::in_group("Specular")
377
- ]],
378
- float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0)
379
- [[
380
- anno::display_name("SpecularColor_2"),
381
- anno::ui_order(11),
382
- anno::in_group("Specular")
383
- ]],
384
- uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
385
- [[
386
- anno::display_name("SpecularTex_2"),
387
- anno::ui_order(12),
388
- anno::in_group("Specular"),
389
- sampler_color()
390
- ]],
391
- float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0)
392
- [[
393
- anno::display_name("SpecularUVW_2"),
394
- anno::ui_order(13),
395
- anno::in_group("Specular")
396
- ]],
397
- float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0)
398
- [[
399
- anno::display_name("SpecularOffset_2"),
400
- anno::ui_order(14),
401
- anno::in_group("Specular")
402
- ]],
403
- float SpecularFalloffFreshnelIor = 1.6
404
- [[
405
- anno::display_name("SpecularFalloffFreshnelIor"),
406
- anno::ui_order(6),
407
- anno::in_group("Specular")
408
- ]],
409
- float RoughnessIsTexType = 0.0
410
- [[
411
- anno::display_name("RoughnessIsTexType"),
412
- anno::description("0 is color, 1 is tex, 2 is falloff
413
- "),
414
- anno::ui_order(1),
415
- anno::in_group("Roughness")
416
- ]],
417
- float RoughnessFalloffValue1Type = 0.0
418
- [[
419
- anno::display_name("RoughnessFalloffValue1Type"),
420
- anno::ui_order(7),
421
- anno::in_group("Roughness")
422
- ]],
423
- float RoughnessFalloffFloat = 0.0
424
- [[
425
- anno::display_name("RoughnessFalloffFloat"),
426
- anno::ui_order(8),
427
- anno::in_group("Roughness")
428
- ]],
429
- float RoughnessFloat = 0.0
430
- [[
431
- anno::display_name("RoughnessFloat"),
432
- anno::ui_order(2),
433
- anno::in_group("Roughness")
434
- ]],
435
- uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
436
- [[
437
- anno::display_name("RoughnessTex"),
438
- anno::ui_order(3),
439
- anno::in_group("Roughness"),
440
- sampler_color()
441
- ]],
442
- float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0)
443
- [[
444
- anno::display_name("RoughnessUVW"),
445
- anno::ui_order(4),
446
- anno::in_group("Roughness")
447
- ]],
448
- float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0)
449
- [[
450
- anno::display_name("RoughnessOffset"),
451
- anno::ui_order(5),
452
- anno::in_group("Roughness")
453
- ]],
454
- float RoughnessFalloffValue2Type = 0.0
455
- [[
456
- anno::display_name("RoughnessFalloffValue2Type"),
457
- anno::ui_order(9),
458
- anno::in_group("Roughness")
459
- ]],
460
- float RoughnessFalloffFloat_2 = 0.0
461
- [[
462
- anno::display_name("RoughnessFalloffFloat_2"),
463
- anno::ui_order(10),
464
- anno::in_group("Roughness")
465
- ]],
466
- float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0)
467
- [[
468
- anno::display_name("RoughnessColor_2"),
469
- anno::ui_order(11),
470
- anno::in_group("Roughness")
471
- ]],
472
- uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
473
- [[
474
- anno::display_name("RoughnessTex_2"),
475
- anno::ui_order(12),
476
- anno::in_group("Roughness"),
477
- sampler_color()
478
- ]],
479
- float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0)
480
- [[
481
- anno::display_name("RoughnessUVW_2"),
482
- anno::ui_order(13),
483
- anno::in_group("Roughness")
484
- ]],
485
- float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0)
486
- [[
487
- anno::display_name("RoughnessOffset_2"),
488
- anno::ui_order(14),
489
- anno::in_group("Roughness")
490
- ]],
491
- float RoughnessFalloffFreshnelIor = 1.6
492
- [[
493
- anno::display_name("RoughnessFalloffFreshnelIor"),
494
- anno::ui_order(6),
495
- anno::in_group("Roughness")
496
- ]],
497
- float PolygonOffset = 0.0
498
- [[
499
- anno::display_name("PolygonOffset"),
500
- anno::ui_order(32)
501
- ]],
502
- int MaxTexCoordIndex = 3
503
- [[
504
- anno::hidden()
505
- ]])
506
- =
507
- let {
508
- float3 Local370 = ::camera_position();
509
- float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0));
510
- float3 Local372 = math::normalize(Local371);
511
- float3 Local373 = (Local372 * PolygonOffset);
512
-
513
- float3 WorldPositionOffset_mdl = Local373;
514
- float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
515
- float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y);
516
- float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y);
517
- float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y);
518
- float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y);
519
- float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y);
520
- float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y);
521
-
522
- float2 Local0 = (float2(0.5,0.5) * -1.0);
523
- float Local1 = math::min(math::max(0.0,0.0),6.0);
524
- float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl);
525
- float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl);
526
- float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl);
527
- float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x);
528
- float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y);
529
- float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y);
530
- float Local8 = (Local6 + Local7);
531
- float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x);
532
- float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0);
533
- float Local11 = (float2(Local5,Local8).y + Local10);
534
- float2 Local12 = (Local0 + float2(Local9,Local11));
535
- float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185);
536
- float Local14 = math::cos(Local13);
537
- float Local15 = math::sin(Local13);
538
- float Local16 = (Local15 * -1.0);
539
- float Local17 = math::dot(Local12, float2(Local14,Local16));
540
- float Local18 = math::dot(Local12, float2(Local15,Local14));
541
- float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18));
542
- float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat));
543
- float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity);
544
- float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z));
545
- float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22);
546
- float Local24 = (Local23.z + 1.0);
547
- float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0);
548
- float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z));
549
- float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26);
550
- float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z));
551
- float3 Local29 = (Local27 - Local28);
552
- float3 Local30 = math::normalize(Local29);
553
- float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30);
554
-
555
- float3 Normal_mdl = Local31;
556
-
557
- float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x);
558
- float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y);
559
- float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y);
560
- float Local35 = (Local33 + Local34);
561
- float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x);
562
- float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0);
563
- float Local38 = (float2(Local32,Local35).y + Local37);
564
- float2 Local39 = (Local0 + float2(Local36,Local38));
565
- float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185);
566
- float Local41 = math::cos(Local40);
567
- float Local42 = math::sin(Local40);
568
- float Local43 = (Local42 * -1.0);
569
- float Local44 = math::dot(Local39, float2(Local41,Local43));
570
- float Local45 = math::dot(Local39, float2(Local42,Local41));
571
- float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45));
572
- float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat);
573
- float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z));
574
- float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x);
575
- float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y);
576
- float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y);
577
- float Local52 = (Local50 + Local51);
578
- float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x);
579
- float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0);
580
- float Local55 = (float2(Local49,Local52).y + Local54);
581
- float2 Local56 = (Local0 + float2(Local53,Local55));
582
- float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185);
583
- float Local58 = math::cos(Local57);
584
- float Local59 = math::sin(Local57);
585
- float Local60 = (Local59 * -1.0);
586
- float Local61 = math::dot(Local56, float2(Local58,Local60));
587
- float Local62 = math::dot(Local56, float2(Local59,Local58));
588
- float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62));
589
- float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat);
590
- float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z));
591
- float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0);
592
- float Local67 = (1.0 / Local66);
593
- float Local68 = math::max(Local66,Local67);
594
- float Local69 = (Local68 - 1.0);
595
- float Local70 = (Local68 * Local68);
596
- float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true));
597
- float Local72 = (Local71 * Local71);
598
- float Local73 = (Local70 + Local72);
599
- float Local74 = (Local73 - 1.0);
600
- float Local75 = math::sqrt(Local74);
601
- float Local76 = (Local75 / Local68);
602
- float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0);
603
- float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0);
604
- float Local79 = math::max(Local77,Local78);
605
- float Local80 = (Local71 / Local76);
606
- float Local81 = (Local68 * Local80);
607
- float Local82 = (Local81 - 1.0);
608
- float Local83 = (Local81 + 1.0);
609
- float Local84 = (Local82 / Local83);
610
- float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0);
611
- float Local86 = (Local76 / Local71);
612
- float Local87 = (Local68 * Local86);
613
- float Local88 = (Local87 - 1.0);
614
- float Local89 = (Local87 + 1.0);
615
- float Local90 = (Local88 / Local89);
616
- float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0);
617
- float Local92 = (Local85 + Local91);
618
- float Local93 = (Local92 * 0.5);
619
- float Local94 = (Local68 + 1.0);
620
- float Local95 = (Local69 / Local94);
621
- float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0);
622
- float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96);
623
- float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0);
624
- float Local99 = math::saturate(Local98);
625
- float3 Local100 = math::lerp(Local48,Local65,Local99);
626
- float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z));
627
- float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x);
628
- float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y);
629
- float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y);
630
- float Local105 = (Local103 + Local104);
631
- float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x);
632
- float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0);
633
- float Local108 = (float2(Local102,Local105).y + Local107);
634
- float2 Local109 = (Local0 + float2(Local106,Local108));
635
- float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185);
636
- float Local111 = math::cos(Local110);
637
- float Local112 = math::sin(Local110);
638
- float Local113 = (Local112 * -1.0);
639
- float Local114 = math::dot(Local109, float2(Local111,Local113));
640
- float Local115 = math::dot(Local109, float2(Local112,Local111));
641
- float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115));
642
- float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat);
643
- float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z));
644
- float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x);
645
- float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y);
646
- float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y);
647
- float Local122 = (Local120 + Local121);
648
- float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x);
649
- float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0);
650
- float Local125 = (float2(Local119,Local122).y + Local124);
651
- float2 Local126 = (Local0 + float2(Local123,Local125));
652
- float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185);
653
- float Local128 = math::cos(Local127);
654
- float Local129 = math::sin(Local127);
655
- float Local130 = (Local129 * -1.0);
656
- float Local131 = math::dot(Local126, float2(Local128,Local130));
657
- float Local132 = math::dot(Local126, float2(Local129,Local128));
658
- float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132));
659
- float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat);
660
- float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z));
661
- float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0);
662
- float Local137 = (1.0 / Local136);
663
- float Local138 = math::max(Local136,Local137);
664
- float Local139 = (Local138 - 1.0);
665
- float Local140 = (Local138 * Local138);
666
- float Local141 = (Local140 + Local72);
667
- float Local142 = (Local141 - 1.0);
668
- float Local143 = math::sqrt(Local142);
669
- float Local144 = (Local143 / Local138);
670
- float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0);
671
- float Local146 = math::max(Local145,Local78);
672
- float Local147 = (Local71 / Local144);
673
- float Local148 = (Local138 * Local147);
674
- float Local149 = (Local148 - 1.0);
675
- float Local150 = (Local148 + 1.0);
676
- float Local151 = (Local149 / Local150);
677
- float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0);
678
- float Local153 = (Local144 / Local71);
679
- float Local154 = (Local138 * Local153);
680
- float Local155 = (Local154 - 1.0);
681
- float Local156 = (Local154 + 1.0);
682
- float Local157 = (Local155 / Local156);
683
- float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0);
684
- float Local159 = (Local152 + Local158);
685
- float Local160 = (Local159 * 0.5);
686
- float Local161 = (Local138 + 1.0);
687
- float Local162 = (Local139 / Local161);
688
- float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0);
689
- float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163);
690
- float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0);
691
- float Local166 = math::saturate(Local165);
692
- float3 Local167 = math::lerp(Local118,Local135,Local166);
693
- float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z));
694
- float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x);
695
- float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y);
696
- float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y);
697
- float Local172 = (Local170 + Local171);
698
- float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x);
699
- float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0);
700
- float Local175 = (float2(Local169,Local172).y + Local174);
701
- float2 Local176 = (Local0 + float2(Local173,Local175));
702
- float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185);
703
- float Local178 = math::cos(Local177);
704
- float Local179 = math::sin(Local177);
705
- float Local180 = (Local179 * -1.0);
706
- float Local181 = math::dot(Local176, float2(Local178,Local180));
707
- float Local182 = math::dot(Local176, float2(Local179,Local178));
708
- float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182));
709
- float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat);
710
- float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z));
711
- float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x);
712
- float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y);
713
- float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y);
714
- float Local189 = (Local187 + Local188);
715
- float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x);
716
- float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0);
717
- float Local192 = (float2(Local186,Local189).y + Local191);
718
- float2 Local193 = (Local0 + float2(Local190,Local192));
719
- float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185);
720
- float Local195 = math::cos(Local194);
721
- float Local196 = math::sin(Local194);
722
- float Local197 = (Local196 * -1.0);
723
- float Local198 = math::dot(Local193, float2(Local195,Local197));
724
- float Local199 = math::dot(Local193, float2(Local196,Local195));
725
- float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199));
726
- float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat);
727
- float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z));
728
- float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0);
729
- float Local204 = (1.0 / Local203);
730
- float Local205 = math::max(Local203,Local204);
731
- float Local206 = (Local205 - 1.0);
732
- float Local207 = (Local205 * Local205);
733
- float Local208 = (Local207 + Local72);
734
- float Local209 = (Local208 - 1.0);
735
- float Local210 = math::sqrt(Local209);
736
- float Local211 = (Local210 / Local205);
737
- float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0);
738
- float Local213 = math::max(Local212,Local78);
739
- float Local214 = (Local71 / Local211);
740
- float Local215 = (Local205 * Local214);
741
- float Local216 = (Local215 - 1.0);
742
- float Local217 = (Local215 + 1.0);
743
- float Local218 = (Local216 / Local217);
744
- float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0);
745
- float Local220 = (Local211 / Local71);
746
- float Local221 = (Local205 * Local220);
747
- float Local222 = (Local221 - 1.0);
748
- float Local223 = (Local221 + 1.0);
749
- float Local224 = (Local222 / Local223);
750
- float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0);
751
- float Local226 = (Local219 + Local225);
752
- float Local227 = (Local226 * 0.5);
753
- float Local228 = (Local205 + 1.0);
754
- float Local229 = (Local206 / Local228);
755
- float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0);
756
- float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230);
757
- float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0);
758
- float Local233 = math::saturate(Local232);
759
- float3 Local234 = math::lerp(Local185,Local202,Local233);
760
- float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z));
761
- float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x);
762
- float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y);
763
- float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y);
764
- float Local239 = (Local237 + Local238);
765
- float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x);
766
- float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0);
767
- float Local242 = (float2(Local236,Local239).y + Local241);
768
- float2 Local243 = (Local0 + float2(Local240,Local242));
769
- float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185);
770
- float Local245 = math::cos(Local244);
771
- float Local246 = math::sin(Local244);
772
- float Local247 = (Local246 * -1.0);
773
- float Local248 = math::dot(Local243, float2(Local245,Local247));
774
- float Local249 = math::dot(Local243, float2(Local246,Local245));
775
- float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249));
776
- float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat);
777
- float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z));
778
- float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x);
779
- float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y);
780
- float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y);
781
- float Local256 = (Local254 + Local255);
782
- float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x);
783
- float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0);
784
- float Local259 = (float2(Local253,Local256).y + Local258);
785
- float2 Local260 = (Local0 + float2(Local257,Local259));
786
- float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185);
787
- float Local262 = math::cos(Local261);
788
- float Local263 = math::sin(Local261);
789
- float Local264 = (Local263 * -1.0);
790
- float Local265 = math::dot(Local260, float2(Local262,Local264));
791
- float Local266 = math::dot(Local260, float2(Local263,Local262));
792
- float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266));
793
- float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat);
794
- float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z));
795
- float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0);
796
- float Local271 = (1.0 / Local270);
797
- float Local272 = math::max(Local270,Local271);
798
- float Local273 = (Local272 - 1.0);
799
- float Local274 = (Local272 * Local272);
800
- float Local275 = (Local274 + Local72);
801
- float Local276 = (Local275 - 1.0);
802
- float Local277 = math::sqrt(Local276);
803
- float Local278 = (Local277 / Local272);
804
- float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0);
805
- float Local280 = math::max(Local279,Local78);
806
- float Local281 = (Local71 / Local278);
807
- float Local282 = (Local272 * Local281);
808
- float Local283 = (Local282 - 1.0);
809
- float Local284 = (Local282 + 1.0);
810
- float Local285 = (Local283 / Local284);
811
- float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0);
812
- float Local287 = (Local278 / Local71);
813
- float Local288 = (Local272 * Local287);
814
- float Local289 = (Local288 - 1.0);
815
- float Local290 = (Local288 + 1.0);
816
- float Local291 = (Local289 / Local290);
817
- float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0);
818
- float Local293 = (Local286 + Local292);
819
- float Local294 = (Local293 * 0.5);
820
- float Local295 = (Local272 + 1.0);
821
- float Local296 = (Local273 / Local295);
822
- float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0);
823
- float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297);
824
- float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0);
825
- float Local300 = math::saturate(Local299);
826
- float3 Local301 = math::lerp(Local252,Local269,Local300);
827
- float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z));
828
- float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x);
829
- float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y);
830
- float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y);
831
- float Local306 = (Local304 + Local305);
832
- float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x);
833
- float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0);
834
- float Local309 = (float2(Local303,Local306).y + Local308);
835
- float2 Local310 = (Local0 + float2(Local307,Local309));
836
- float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185);
837
- float Local312 = math::cos(Local311);
838
- float Local313 = math::sin(Local311);
839
- float Local314 = (Local313 * -1.0);
840
- float Local315 = math::dot(Local310, float2(Local312,Local314));
841
- float Local316 = math::dot(Local310, float2(Local313,Local312));
842
- float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316));
843
- float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat);
844
- float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z));
845
- float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x);
846
- float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y);
847
- float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y);
848
- float Local323 = (Local321 + Local322);
849
- float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x);
850
- float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0);
851
- float Local326 = (float2(Local320,Local323).y + Local325);
852
- float2 Local327 = (Local0 + float2(Local324,Local326));
853
- float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185);
854
- float Local329 = math::cos(Local328);
855
- float Local330 = math::sin(Local328);
856
- float Local331 = (Local330 * -1.0);
857
- float Local332 = math::dot(Local327, float2(Local329,Local331));
858
- float Local333 = math::dot(Local327, float2(Local330,Local329));
859
- float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333));
860
- float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat);
861
- float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z));
862
- float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0);
863
- float Local338 = (1.0 / Local337);
864
- float Local339 = math::max(Local337,Local338);
865
- float Local340 = (Local339 - 1.0);
866
- float Local341 = (Local339 * Local339);
867
- float Local342 = (Local341 + Local72);
868
- float Local343 = (Local342 - 1.0);
869
- float Local344 = math::sqrt(Local343);
870
- float Local345 = (Local344 / Local339);
871
- float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0);
872
- float Local347 = math::max(Local346,Local78);
873
- float Local348 = (Local71 / Local345);
874
- float Local349 = (Local339 * Local348);
875
- float Local350 = (Local349 - 1.0);
876
- float Local351 = (Local349 + 1.0);
877
- float Local352 = (Local350 / Local351);
878
- float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0);
879
- float Local354 = (Local345 / Local71);
880
- float Local355 = (Local339 * Local354);
881
- float Local356 = (Local355 - 1.0);
882
- float Local357 = (Local355 + 1.0);
883
- float Local358 = (Local356 / Local357);
884
- float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0);
885
- float Local360 = (Local353 + Local359);
886
- float Local361 = (Local360 * 0.5);
887
- float Local362 = (Local339 + 1.0);
888
- float Local363 = (Local340 / Local362);
889
- float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0);
890
- float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364);
891
- float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0);
892
- float Local367 = math::saturate(Local366);
893
- float3 Local368 = math::lerp(Local319,Local336,Local367);
894
- float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z));
895
-
896
- float3 EmissiveColor_mdl = Local101;
897
- float OpacityMask_mdl = 1.0;
898
- float3 BaseColor_mdl = Local168;
899
- float Metallic_mdl = Local235.x;
900
- float Specular_mdl = Local302.x;
901
- float Roughness_mdl = Local369.x;
902
- float SurfaceThickness_mdl = 0.01;
903
-
904
- } in
905
- ::OmniUe4Base(
906
- base_color: BaseColor_mdl,
907
- metallic: Metallic_mdl,
908
- roughness: Roughness_mdl,
909
- specular: Specular_mdl,
910
- normal: Normal_mdl,
911
- opacity: OpacityMask_mdl,
912
- emissive_color: EmissiveColor_mdl,
913
- displacement: WorldPositionOffset_mdl,
914
- two_sided: false);
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/M_BaseMaterial_v2_twosided.mdl DELETED
@@ -1,914 +0,0 @@
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_v2_twosided(
21
- float IsNormal = 0.0
22
- [[
23
- anno::display_name("IsNormal"),
24
- anno::ui_order(32)
25
- ]],
26
- float IsFlip = 0.0
27
- [[
28
- anno::display_name("IsFlip"),
29
- anno::ui_order(32),
30
- anno::in_group("Normal")
31
- ]],
32
- uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear)
33
- [[
34
- anno::display_name("NormalTex"),
35
- anno::ui_order(32),
36
- anno::in_group("Normal"),
37
- sampler_normal()
38
- ]],
39
- float4 NormalUVW = float4(1.0,1.0,0.0,1.0)
40
- [[
41
- anno::display_name("NormalUVW"),
42
- anno::ui_order(4),
43
- anno::in_group("Normal")
44
- ]],
45
- float4 NormalOffset = float4(0.0,0.0,0.0,1.0)
46
- [[
47
- anno::display_name("NormalOffset"),
48
- anno::ui_order(5),
49
- anno::in_group("Normal")
50
- ]],
51
- float NormalIntensity = 0.0
52
- [[
53
- anno::display_name("NormalIntensity"),
54
- anno::ui_order(32),
55
- anno::in_group("Normal")
56
- ]],
57
- float EmissionIsTexType = 0.0
58
- [[
59
- anno::display_name("EmissionIsTexType"),
60
- anno::description("0 is color, 1 is tex, 2 is falloff
61
- "),
62
- anno::ui_order(1),
63
- anno::in_group("Emission")
64
- ]],
65
- float EmissionFalloffValue1Type = 0.0
66
- [[
67
- anno::display_name("EmissionFalloffValue1Type"),
68
- anno::ui_order(7),
69
- anno::in_group("Emission")
70
- ]],
71
- float EmissionFalloffFloat = 0.0
72
- [[
73
- anno::display_name("EmissionFalloffFloat"),
74
- anno::ui_order(8),
75
- anno::in_group("Emission")
76
- ]],
77
- float4 EmissionColor = float4(0.0,0.0,0.0,1.0)
78
- [[
79
- anno::display_name("EmissionColor"),
80
- anno::ui_order(2),
81
- anno::in_group("Emission")
82
- ]],
83
- uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
84
- [[
85
- anno::display_name("EmissionTex"),
86
- anno::ui_order(3),
87
- anno::in_group("Emission"),
88
- sampler_color()
89
- ]],
90
- float4 EmissionUVW = float4(1.0,1.0,0.0,1.0)
91
- [[
92
- anno::display_name("EmissionUVW"),
93
- anno::ui_order(4),
94
- anno::in_group("Emission")
95
- ]],
96
- float4 EmissionOffset = float4(0.0,0.0,0.0,1.0)
97
- [[
98
- anno::display_name("EmissionOffset"),
99
- anno::ui_order(5),
100
- anno::in_group("Emission")
101
- ]],
102
- float EmissionFalloffValue2Type = 0.0
103
- [[
104
- anno::display_name("EmissionFalloffValue2Type"),
105
- anno::ui_order(9),
106
- anno::in_group("Emission")
107
- ]],
108
- float EmissionFalloffFloat_2 = 0.0
109
- [[
110
- anno::display_name("EmissionFalloffFloat_2"),
111
- anno::ui_order(10),
112
- anno::in_group("Emission")
113
- ]],
114
- float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0)
115
- [[
116
- anno::display_name("EmissionColor_2"),
117
- anno::ui_order(11),
118
- anno::in_group("Emission")
119
- ]],
120
- uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
121
- [[
122
- anno::display_name("EmissionTex_2"),
123
- anno::ui_order(12),
124
- anno::in_group("Emission"),
125
- sampler_color()
126
- ]],
127
- float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0)
128
- [[
129
- anno::display_name("EmissionUVW_2"),
130
- anno::ui_order(13),
131
- anno::in_group("Emission")
132
- ]],
133
- float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0)
134
- [[
135
- anno::display_name("EmissionOffset_2"),
136
- anno::ui_order(14),
137
- anno::in_group("Emission")
138
- ]],
139
- float EmissionFalloffFreshnelIor = 1.6
140
- [[
141
- anno::display_name("EmissionFalloffFreshnelIor"),
142
- anno::ui_order(6),
143
- anno::in_group("Emission")
144
- ]],
145
- float ColorIsTexType = 0.0
146
- [[
147
- anno::display_name("ColorIsTexType"),
148
- anno::description("0 is color, 1 is tex, 2 is falloff
149
- "),
150
- anno::ui_order(1),
151
- anno::in_group("Color")
152
- ]],
153
- float ColorFalloffValue1Type = 0.0
154
- [[
155
- anno::display_name("ColorFalloffValue1Type"),
156
- anno::ui_order(7),
157
- anno::in_group("Color")
158
- ]],
159
- float ColorFalloffFloat = 0.0
160
- [[
161
- anno::display_name("ColorFalloffFloat"),
162
- anno::ui_order(10),
163
- anno::in_group("Color")
164
- ]],
165
- float4 ColorColor = float4(1.0,1.0,1.0,1.0)
166
- [[
167
- anno::display_name("ColorColor"),
168
- anno::ui_order(2),
169
- anno::in_group("Color")
170
- ]],
171
- uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
172
- [[
173
- anno::display_name("ColorTex"),
174
- anno::ui_order(3),
175
- anno::in_group("Color"),
176
- sampler_color()
177
- ]],
178
- float4 ColorUVW = float4(1.0,1.0,0.0,1.0)
179
- [[
180
- anno::display_name("ColorUVW"),
181
- anno::ui_order(4),
182
- anno::in_group("Color")
183
- ]],
184
- float4 ColorOffset = float4(0.0,0.0,0.0,1.0)
185
- [[
186
- anno::display_name("ColorOffset"),
187
- anno::ui_order(5),
188
- anno::in_group("Color")
189
- ]],
190
- float ColorFalloffValue2Type = 0.0
191
- [[
192
- anno::display_name("ColorFalloffValue2Type"),
193
- anno::ui_order(9),
194
- anno::in_group("Color")
195
- ]],
196
- float ColorFalloffFloat_2 = 0.0
197
- [[
198
- anno::display_name("ColorFalloffFloat_2"),
199
- anno::ui_order(10),
200
- anno::in_group("Color")
201
- ]],
202
- float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0)
203
- [[
204
- anno::display_name("ColorColor_2"),
205
- anno::ui_order(11),
206
- anno::in_group("Color")
207
- ]],
208
- uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
209
- [[
210
- anno::display_name("ColorTex_2"),
211
- anno::ui_order(12),
212
- anno::in_group("Color"),
213
- sampler_color()
214
- ]],
215
- float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0)
216
- [[
217
- anno::display_name("ColorUVW_2"),
218
- anno::ui_order(13),
219
- anno::in_group("Color")
220
- ]],
221
- float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0)
222
- [[
223
- anno::display_name("ColorOffset_2"),
224
- anno::ui_order(14),
225
- anno::in_group("Color")
226
- ]],
227
- float ColorFalloffFreshnelIor = 1.6
228
- [[
229
- anno::display_name("ColorFalloffFreshnelIor"),
230
- anno::ui_order(6),
231
- anno::in_group("Color")
232
- ]],
233
- float MetallicIsTexType = 0.0
234
- [[
235
- anno::display_name("MetallicIsTexType"),
236
- anno::description("0 is color, 1 is tex, 2 is falloff
237
- "),
238
- anno::ui_order(1),
239
- anno::in_group("Metallic")
240
- ]],
241
- float MetallicFalloffValue1Type = 0.0
242
- [[
243
- anno::display_name("MetallicFalloffValue1Type"),
244
- anno::ui_order(7),
245
- anno::in_group("Metallic")
246
- ]],
247
- float MetallicFalloffFloat = 0.0
248
- [[
249
- anno::display_name("MetallicFalloffFloat"),
250
- anno::ui_order(8),
251
- anno::in_group("Metallic")
252
- ]],
253
- float MetallicFloat = 0.0
254
- [[
255
- anno::display_name("MetallicFloat"),
256
- anno::ui_order(2),
257
- anno::in_group("Metallic")
258
- ]],
259
- uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
260
- [[
261
- anno::display_name("MetallicTex"),
262
- anno::ui_order(3),
263
- anno::in_group("Metallic"),
264
- sampler_color()
265
- ]],
266
- float4 MetallicUVW = float4(1.0,1.0,0.0,1.0)
267
- [[
268
- anno::display_name("MetallicUVW"),
269
- anno::ui_order(4),
270
- anno::in_group("Metallic")
271
- ]],
272
- float4 MetallicOffset = float4(0.0,0.0,0.0,1.0)
273
- [[
274
- anno::display_name("MetallicOffset"),
275
- anno::ui_order(5),
276
- anno::in_group("Metallic")
277
- ]],
278
- float MetallicFalloffValue2Type = 0.0
279
- [[
280
- anno::display_name("MetallicFalloffValue2Type"),
281
- anno::ui_order(9),
282
- anno::in_group("Metallic")
283
- ]],
284
- float MetallicFalloffFloat_2 = 0.0
285
- [[
286
- anno::display_name("MetallicFalloffFloat_2"),
287
- anno::ui_order(10),
288
- anno::in_group("Metallic")
289
- ]],
290
- float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0)
291
- [[
292
- anno::display_name("MetallicColor_2"),
293
- anno::ui_order(11),
294
- anno::in_group("Metallic")
295
- ]],
296
- uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
297
- [[
298
- anno::display_name("MetallicTex_2"),
299
- anno::ui_order(12),
300
- anno::in_group("Metallic"),
301
- sampler_color()
302
- ]],
303
- float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0)
304
- [[
305
- anno::display_name("MetallicUVW_2"),
306
- anno::ui_order(13),
307
- anno::in_group("Metallic")
308
- ]],
309
- float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0)
310
- [[
311
- anno::display_name("MetallicOffset_2"),
312
- anno::ui_order(14),
313
- anno::in_group("Metallic")
314
- ]],
315
- float MetallicFalloffFreshnelIor = 1.6
316
- [[
317
- anno::display_name("MetallicFalloffFreshnelIor"),
318
- anno::ui_order(6),
319
- anno::in_group("Metallic")
320
- ]],
321
- float SpecularIsTexType = 0.0
322
- [[
323
- anno::display_name("SpecularIsTexType"),
324
- anno::description("0 is color, 1 is tex, 2 is falloff
325
- "),
326
- anno::ui_order(1),
327
- anno::in_group("Specular")
328
- ]],
329
- float SpecularFalloffValue1Type = 0.0
330
- [[
331
- anno::display_name("SpecularFalloffValue1Type"),
332
- anno::ui_order(7),
333
- anno::in_group("Specular")
334
- ]],
335
- float SpecularFalloffFloat = 0.0
336
- [[
337
- anno::display_name("SpecularFalloffFloat"),
338
- anno::ui_order(8),
339
- anno::in_group("Specular")
340
- ]],
341
- float SpecularFloat = 0.0
342
- [[
343
- anno::display_name("SpecularFloat"),
344
- anno::ui_order(2),
345
- anno::in_group("Specular")
346
- ]],
347
- uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
348
- [[
349
- anno::display_name("SpecularTex"),
350
- anno::ui_order(3),
351
- anno::in_group("Specular"),
352
- sampler_color()
353
- ]],
354
- float4 SpecularUVW = float4(1.0,1.0,0.0,1.0)
355
- [[
356
- anno::display_name("SpecularUVW"),
357
- anno::ui_order(4),
358
- anno::in_group("Specular")
359
- ]],
360
- float4 SpecularOffset = float4(0.0,0.0,0.0,1.0)
361
- [[
362
- anno::display_name("SpecularOffset"),
363
- anno::ui_order(5),
364
- anno::in_group("Specular")
365
- ]],
366
- float SpecularFalloffValue2Type = 0.0
367
- [[
368
- anno::display_name("SpecularFalloffValue2Type"),
369
- anno::ui_order(9),
370
- anno::in_group("Specular")
371
- ]],
372
- float SpecularFalloffFloat_2 = 0.0
373
- [[
374
- anno::display_name("SpecularFalloffFloat_2"),
375
- anno::ui_order(10),
376
- anno::in_group("Specular")
377
- ]],
378
- float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0)
379
- [[
380
- anno::display_name("SpecularColor_2"),
381
- anno::ui_order(11),
382
- anno::in_group("Specular")
383
- ]],
384
- uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
385
- [[
386
- anno::display_name("SpecularTex_2"),
387
- anno::ui_order(12),
388
- anno::in_group("Specular"),
389
- sampler_color()
390
- ]],
391
- float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0)
392
- [[
393
- anno::display_name("SpecularUVW_2"),
394
- anno::ui_order(13),
395
- anno::in_group("Specular")
396
- ]],
397
- float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0)
398
- [[
399
- anno::display_name("SpecularOffset_2"),
400
- anno::ui_order(14),
401
- anno::in_group("Specular")
402
- ]],
403
- float SpecularFalloffFreshnelIor = 1.6
404
- [[
405
- anno::display_name("SpecularFalloffFreshnelIor"),
406
- anno::ui_order(6),
407
- anno::in_group("Specular")
408
- ]],
409
- float RoughnessIsTexType = 0.0
410
- [[
411
- anno::display_name("RoughnessIsTexType"),
412
- anno::description("0 is color, 1 is tex, 2 is falloff
413
- "),
414
- anno::ui_order(1),
415
- anno::in_group("Roughness")
416
- ]],
417
- float RoughnessFalloffValue1Type = 0.0
418
- [[
419
- anno::display_name("RoughnessFalloffValue1Type"),
420
- anno::ui_order(7),
421
- anno::in_group("Roughness")
422
- ]],
423
- float RoughnessFalloffFloat = 0.0
424
- [[
425
- anno::display_name("RoughnessFalloffFloat"),
426
- anno::ui_order(8),
427
- anno::in_group("Roughness")
428
- ]],
429
- float RoughnessFloat = 0.0
430
- [[
431
- anno::display_name("RoughnessFloat"),
432
- anno::ui_order(2),
433
- anno::in_group("Roughness")
434
- ]],
435
- uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
436
- [[
437
- anno::display_name("RoughnessTex"),
438
- anno::ui_order(3),
439
- anno::in_group("Roughness"),
440
- sampler_color()
441
- ]],
442
- float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0)
443
- [[
444
- anno::display_name("RoughnessUVW"),
445
- anno::ui_order(4),
446
- anno::in_group("Roughness")
447
- ]],
448
- float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0)
449
- [[
450
- anno::display_name("RoughnessOffset"),
451
- anno::ui_order(5),
452
- anno::in_group("Roughness")
453
- ]],
454
- float RoughnessFalloffValue2Type = 0.0
455
- [[
456
- anno::display_name("RoughnessFalloffValue2Type"),
457
- anno::ui_order(9),
458
- anno::in_group("Roughness")
459
- ]],
460
- float RoughnessFalloffFloat_2 = 0.0
461
- [[
462
- anno::display_name("RoughnessFalloffFloat_2"),
463
- anno::ui_order(10),
464
- anno::in_group("Roughness")
465
- ]],
466
- float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0)
467
- [[
468
- anno::display_name("RoughnessColor_2"),
469
- anno::ui_order(11),
470
- anno::in_group("Roughness")
471
- ]],
472
- uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
473
- [[
474
- anno::display_name("RoughnessTex_2"),
475
- anno::ui_order(12),
476
- anno::in_group("Roughness"),
477
- sampler_color()
478
- ]],
479
- float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0)
480
- [[
481
- anno::display_name("RoughnessUVW_2"),
482
- anno::ui_order(13),
483
- anno::in_group("Roughness")
484
- ]],
485
- float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0)
486
- [[
487
- anno::display_name("RoughnessOffset_2"),
488
- anno::ui_order(14),
489
- anno::in_group("Roughness")
490
- ]],
491
- float RoughnessFalloffFreshnelIor = 1.6
492
- [[
493
- anno::display_name("RoughnessFalloffFreshnelIor"),
494
- anno::ui_order(6),
495
- anno::in_group("Roughness")
496
- ]],
497
- float PolygonOffset = 0.0
498
- [[
499
- anno::display_name("PolygonOffset"),
500
- anno::ui_order(32)
501
- ]],
502
- int MaxTexCoordIndex = 3
503
- [[
504
- anno::hidden()
505
- ]])
506
- =
507
- let {
508
- float3 Local370 = ::camera_position();
509
- float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0));
510
- float3 Local372 = math::normalize(Local371);
511
- float3 Local373 = (Local372 * PolygonOffset);
512
-
513
- float3 WorldPositionOffset_mdl = Local373;
514
- float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
515
- float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y);
516
- float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y);
517
- float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y);
518
- float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y);
519
- float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y);
520
- float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y);
521
-
522
- float2 Local0 = (float2(0.5,0.5) * -1.0);
523
- float Local1 = math::min(math::max(0.0,0.0),6.0);
524
- float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl);
525
- float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl);
526
- float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl);
527
- float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x);
528
- float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y);
529
- float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y);
530
- float Local8 = (Local6 + Local7);
531
- float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x);
532
- float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0);
533
- float Local11 = (float2(Local5,Local8).y + Local10);
534
- float2 Local12 = (Local0 + float2(Local9,Local11));
535
- float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185);
536
- float Local14 = math::cos(Local13);
537
- float Local15 = math::sin(Local13);
538
- float Local16 = (Local15 * -1.0);
539
- float Local17 = math::dot(Local12, float2(Local14,Local16));
540
- float Local18 = math::dot(Local12, float2(Local15,Local14));
541
- float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18));
542
- float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat));
543
- float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity);
544
- float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z));
545
- float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22);
546
- float Local24 = (Local23.z + 1.0);
547
- float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0);
548
- float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z));
549
- float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26);
550
- float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z));
551
- float3 Local29 = (Local27 - Local28);
552
- float3 Local30 = math::normalize(Local29);
553
- float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30);
554
-
555
- float3 Normal_mdl = Local31;
556
-
557
- float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x);
558
- float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y);
559
- float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y);
560
- float Local35 = (Local33 + Local34);
561
- float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x);
562
- float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0);
563
- float Local38 = (float2(Local32,Local35).y + Local37);
564
- float2 Local39 = (Local0 + float2(Local36,Local38));
565
- float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185);
566
- float Local41 = math::cos(Local40);
567
- float Local42 = math::sin(Local40);
568
- float Local43 = (Local42 * -1.0);
569
- float Local44 = math::dot(Local39, float2(Local41,Local43));
570
- float Local45 = math::dot(Local39, float2(Local42,Local41));
571
- float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45));
572
- float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat);
573
- float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z));
574
- float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x);
575
- float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y);
576
- float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y);
577
- float Local52 = (Local50 + Local51);
578
- float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x);
579
- float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0);
580
- float Local55 = (float2(Local49,Local52).y + Local54);
581
- float2 Local56 = (Local0 + float2(Local53,Local55));
582
- float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185);
583
- float Local58 = math::cos(Local57);
584
- float Local59 = math::sin(Local57);
585
- float Local60 = (Local59 * -1.0);
586
- float Local61 = math::dot(Local56, float2(Local58,Local60));
587
- float Local62 = math::dot(Local56, float2(Local59,Local58));
588
- float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62));
589
- float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat);
590
- float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z));
591
- float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0);
592
- float Local67 = (1.0 / Local66);
593
- float Local68 = math::max(Local66,Local67);
594
- float Local69 = (Local68 - 1.0);
595
- float Local70 = (Local68 * Local68);
596
- float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true));
597
- float Local72 = (Local71 * Local71);
598
- float Local73 = (Local70 + Local72);
599
- float Local74 = (Local73 - 1.0);
600
- float Local75 = math::sqrt(Local74);
601
- float Local76 = (Local75 / Local68);
602
- float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0);
603
- float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0);
604
- float Local79 = math::max(Local77,Local78);
605
- float Local80 = (Local71 / Local76);
606
- float Local81 = (Local68 * Local80);
607
- float Local82 = (Local81 - 1.0);
608
- float Local83 = (Local81 + 1.0);
609
- float Local84 = (Local82 / Local83);
610
- float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0);
611
- float Local86 = (Local76 / Local71);
612
- float Local87 = (Local68 * Local86);
613
- float Local88 = (Local87 - 1.0);
614
- float Local89 = (Local87 + 1.0);
615
- float Local90 = (Local88 / Local89);
616
- float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0);
617
- float Local92 = (Local85 + Local91);
618
- float Local93 = (Local92 * 0.5);
619
- float Local94 = (Local68 + 1.0);
620
- float Local95 = (Local69 / Local94);
621
- float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0);
622
- float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96);
623
- float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0);
624
- float Local99 = math::saturate(Local98);
625
- float3 Local100 = math::lerp(Local48,Local65,Local99);
626
- float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z));
627
- float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x);
628
- float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y);
629
- float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y);
630
- float Local105 = (Local103 + Local104);
631
- float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x);
632
- float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0);
633
- float Local108 = (float2(Local102,Local105).y + Local107);
634
- float2 Local109 = (Local0 + float2(Local106,Local108));
635
- float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185);
636
- float Local111 = math::cos(Local110);
637
- float Local112 = math::sin(Local110);
638
- float Local113 = (Local112 * -1.0);
639
- float Local114 = math::dot(Local109, float2(Local111,Local113));
640
- float Local115 = math::dot(Local109, float2(Local112,Local111));
641
- float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115));
642
- float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat);
643
- float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z));
644
- float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x);
645
- float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y);
646
- float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y);
647
- float Local122 = (Local120 + Local121);
648
- float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x);
649
- float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0);
650
- float Local125 = (float2(Local119,Local122).y + Local124);
651
- float2 Local126 = (Local0 + float2(Local123,Local125));
652
- float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185);
653
- float Local128 = math::cos(Local127);
654
- float Local129 = math::sin(Local127);
655
- float Local130 = (Local129 * -1.0);
656
- float Local131 = math::dot(Local126, float2(Local128,Local130));
657
- float Local132 = math::dot(Local126, float2(Local129,Local128));
658
- float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132));
659
- float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat);
660
- float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z));
661
- float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0);
662
- float Local137 = (1.0 / Local136);
663
- float Local138 = math::max(Local136,Local137);
664
- float Local139 = (Local138 - 1.0);
665
- float Local140 = (Local138 * Local138);
666
- float Local141 = (Local140 + Local72);
667
- float Local142 = (Local141 - 1.0);
668
- float Local143 = math::sqrt(Local142);
669
- float Local144 = (Local143 / Local138);
670
- float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0);
671
- float Local146 = math::max(Local145,Local78);
672
- float Local147 = (Local71 / Local144);
673
- float Local148 = (Local138 * Local147);
674
- float Local149 = (Local148 - 1.0);
675
- float Local150 = (Local148 + 1.0);
676
- float Local151 = (Local149 / Local150);
677
- float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0);
678
- float Local153 = (Local144 / Local71);
679
- float Local154 = (Local138 * Local153);
680
- float Local155 = (Local154 - 1.0);
681
- float Local156 = (Local154 + 1.0);
682
- float Local157 = (Local155 / Local156);
683
- float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0);
684
- float Local159 = (Local152 + Local158);
685
- float Local160 = (Local159 * 0.5);
686
- float Local161 = (Local138 + 1.0);
687
- float Local162 = (Local139 / Local161);
688
- float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0);
689
- float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163);
690
- float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0);
691
- float Local166 = math::saturate(Local165);
692
- float3 Local167 = math::lerp(Local118,Local135,Local166);
693
- float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z));
694
- float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x);
695
- float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y);
696
- float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y);
697
- float Local172 = (Local170 + Local171);
698
- float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x);
699
- float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0);
700
- float Local175 = (float2(Local169,Local172).y + Local174);
701
- float2 Local176 = (Local0 + float2(Local173,Local175));
702
- float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185);
703
- float Local178 = math::cos(Local177);
704
- float Local179 = math::sin(Local177);
705
- float Local180 = (Local179 * -1.0);
706
- float Local181 = math::dot(Local176, float2(Local178,Local180));
707
- float Local182 = math::dot(Local176, float2(Local179,Local178));
708
- float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182));
709
- float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat);
710
- float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z));
711
- float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x);
712
- float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y);
713
- float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y);
714
- float Local189 = (Local187 + Local188);
715
- float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x);
716
- float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0);
717
- float Local192 = (float2(Local186,Local189).y + Local191);
718
- float2 Local193 = (Local0 + float2(Local190,Local192));
719
- float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185);
720
- float Local195 = math::cos(Local194);
721
- float Local196 = math::sin(Local194);
722
- float Local197 = (Local196 * -1.0);
723
- float Local198 = math::dot(Local193, float2(Local195,Local197));
724
- float Local199 = math::dot(Local193, float2(Local196,Local195));
725
- float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199));
726
- float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat);
727
- float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z));
728
- float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0);
729
- float Local204 = (1.0 / Local203);
730
- float Local205 = math::max(Local203,Local204);
731
- float Local206 = (Local205 - 1.0);
732
- float Local207 = (Local205 * Local205);
733
- float Local208 = (Local207 + Local72);
734
- float Local209 = (Local208 - 1.0);
735
- float Local210 = math::sqrt(Local209);
736
- float Local211 = (Local210 / Local205);
737
- float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0);
738
- float Local213 = math::max(Local212,Local78);
739
- float Local214 = (Local71 / Local211);
740
- float Local215 = (Local205 * Local214);
741
- float Local216 = (Local215 - 1.0);
742
- float Local217 = (Local215 + 1.0);
743
- float Local218 = (Local216 / Local217);
744
- float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0);
745
- float Local220 = (Local211 / Local71);
746
- float Local221 = (Local205 * Local220);
747
- float Local222 = (Local221 - 1.0);
748
- float Local223 = (Local221 + 1.0);
749
- float Local224 = (Local222 / Local223);
750
- float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0);
751
- float Local226 = (Local219 + Local225);
752
- float Local227 = (Local226 * 0.5);
753
- float Local228 = (Local205 + 1.0);
754
- float Local229 = (Local206 / Local228);
755
- float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0);
756
- float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230);
757
- float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0);
758
- float Local233 = math::saturate(Local232);
759
- float3 Local234 = math::lerp(Local185,Local202,Local233);
760
- float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z));
761
- float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x);
762
- float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y);
763
- float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y);
764
- float Local239 = (Local237 + Local238);
765
- float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x);
766
- float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0);
767
- float Local242 = (float2(Local236,Local239).y + Local241);
768
- float2 Local243 = (Local0 + float2(Local240,Local242));
769
- float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185);
770
- float Local245 = math::cos(Local244);
771
- float Local246 = math::sin(Local244);
772
- float Local247 = (Local246 * -1.0);
773
- float Local248 = math::dot(Local243, float2(Local245,Local247));
774
- float Local249 = math::dot(Local243, float2(Local246,Local245));
775
- float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249));
776
- float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat);
777
- float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z));
778
- float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x);
779
- float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y);
780
- float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y);
781
- float Local256 = (Local254 + Local255);
782
- float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x);
783
- float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0);
784
- float Local259 = (float2(Local253,Local256).y + Local258);
785
- float2 Local260 = (Local0 + float2(Local257,Local259));
786
- float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185);
787
- float Local262 = math::cos(Local261);
788
- float Local263 = math::sin(Local261);
789
- float Local264 = (Local263 * -1.0);
790
- float Local265 = math::dot(Local260, float2(Local262,Local264));
791
- float Local266 = math::dot(Local260, float2(Local263,Local262));
792
- float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266));
793
- float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat);
794
- float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z));
795
- float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0);
796
- float Local271 = (1.0 / Local270);
797
- float Local272 = math::max(Local270,Local271);
798
- float Local273 = (Local272 - 1.0);
799
- float Local274 = (Local272 * Local272);
800
- float Local275 = (Local274 + Local72);
801
- float Local276 = (Local275 - 1.0);
802
- float Local277 = math::sqrt(Local276);
803
- float Local278 = (Local277 / Local272);
804
- float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0);
805
- float Local280 = math::max(Local279,Local78);
806
- float Local281 = (Local71 / Local278);
807
- float Local282 = (Local272 * Local281);
808
- float Local283 = (Local282 - 1.0);
809
- float Local284 = (Local282 + 1.0);
810
- float Local285 = (Local283 / Local284);
811
- float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0);
812
- float Local287 = (Local278 / Local71);
813
- float Local288 = (Local272 * Local287);
814
- float Local289 = (Local288 - 1.0);
815
- float Local290 = (Local288 + 1.0);
816
- float Local291 = (Local289 / Local290);
817
- float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0);
818
- float Local293 = (Local286 + Local292);
819
- float Local294 = (Local293 * 0.5);
820
- float Local295 = (Local272 + 1.0);
821
- float Local296 = (Local273 / Local295);
822
- float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0);
823
- float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297);
824
- float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0);
825
- float Local300 = math::saturate(Local299);
826
- float3 Local301 = math::lerp(Local252,Local269,Local300);
827
- float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z));
828
- float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x);
829
- float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y);
830
- float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y);
831
- float Local306 = (Local304 + Local305);
832
- float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x);
833
- float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0);
834
- float Local309 = (float2(Local303,Local306).y + Local308);
835
- float2 Local310 = (Local0 + float2(Local307,Local309));
836
- float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185);
837
- float Local312 = math::cos(Local311);
838
- float Local313 = math::sin(Local311);
839
- float Local314 = (Local313 * -1.0);
840
- float Local315 = math::dot(Local310, float2(Local312,Local314));
841
- float Local316 = math::dot(Local310, float2(Local313,Local312));
842
- float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316));
843
- float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat);
844
- float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z));
845
- float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x);
846
- float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y);
847
- float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y);
848
- float Local323 = (Local321 + Local322);
849
- float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x);
850
- float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0);
851
- float Local326 = (float2(Local320,Local323).y + Local325);
852
- float2 Local327 = (Local0 + float2(Local324,Local326));
853
- float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185);
854
- float Local329 = math::cos(Local328);
855
- float Local330 = math::sin(Local328);
856
- float Local331 = (Local330 * -1.0);
857
- float Local332 = math::dot(Local327, float2(Local329,Local331));
858
- float Local333 = math::dot(Local327, float2(Local330,Local329));
859
- float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333));
860
- float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat);
861
- float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z));
862
- float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0);
863
- float Local338 = (1.0 / Local337);
864
- float Local339 = math::max(Local337,Local338);
865
- float Local340 = (Local339 - 1.0);
866
- float Local341 = (Local339 * Local339);
867
- float Local342 = (Local341 + Local72);
868
- float Local343 = (Local342 - 1.0);
869
- float Local344 = math::sqrt(Local343);
870
- float Local345 = (Local344 / Local339);
871
- float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0);
872
- float Local347 = math::max(Local346,Local78);
873
- float Local348 = (Local71 / Local345);
874
- float Local349 = (Local339 * Local348);
875
- float Local350 = (Local349 - 1.0);
876
- float Local351 = (Local349 + 1.0);
877
- float Local352 = (Local350 / Local351);
878
- float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0);
879
- float Local354 = (Local345 / Local71);
880
- float Local355 = (Local339 * Local354);
881
- float Local356 = (Local355 - 1.0);
882
- float Local357 = (Local355 + 1.0);
883
- float Local358 = (Local356 / Local357);
884
- float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0);
885
- float Local360 = (Local353 + Local359);
886
- float Local361 = (Local360 * 0.5);
887
- float Local362 = (Local339 + 1.0);
888
- float Local363 = (Local340 / Local362);
889
- float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0);
890
- float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364);
891
- float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0);
892
- float Local367 = math::saturate(Local366);
893
- float3 Local368 = math::lerp(Local319,Local336,Local367);
894
- float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z));
895
-
896
- float3 EmissiveColor_mdl = Local101;
897
- float OpacityMask_mdl = 1.0;
898
- float3 BaseColor_mdl = Local168;
899
- float Metallic_mdl = Local235.x;
900
- float Specular_mdl = Local302.x;
901
- float Roughness_mdl = Local369.x;
902
- float SurfaceThickness_mdl = 0.01;
903
-
904
- } in
905
- ::OmniUe4Base(
906
- base_color: BaseColor_mdl,
907
- metallic: Metallic_mdl,
908
- roughness: Roughness_mdl,
909
- specular: Specular_mdl,
910
- normal: Normal_mdl,
911
- opacity: OpacityMask_mdl,
912
- emissive_color: EmissiveColor_mdl,
913
- displacement: WorldPositionOffset_mdl,
914
- two_sided: true);
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/M_TranslucentMaterial.mdl DELETED
@@ -1,313 +0,0 @@
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/T_Normal.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/DefaultTexture.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/DefaultTexture.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/DefaultTexture.png",::tex::gamma_srgb)
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/DefaultTexture.png",::tex::gamma_srgb)
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/DefaultTexture.png",::tex::gamma_srgb)
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/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/M_TranslucentMaterial_v2.mdl DELETED
@@ -1,1073 +0,0 @@
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_v2(
21
- float IsNormal = 0.0
22
- [[
23
- anno::display_name("IsNormal"),
24
- anno::ui_order(32)
25
- ]],
26
- float IsFlip = 0.0
27
- [[
28
- anno::display_name("IsFlip"),
29
- anno::ui_order(32),
30
- anno::in_group("Normal")
31
- ]],
32
- uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear)
33
- [[
34
- anno::display_name("NormalTex"),
35
- anno::ui_order(32),
36
- anno::in_group("Normal"),
37
- sampler_normal()
38
- ]],
39
- float4 NormalUVW = float4(1.0,1.0,0.0,1.0)
40
- [[
41
- anno::display_name("NormalUVW"),
42
- anno::ui_order(4),
43
- anno::in_group("Normal")
44
- ]],
45
- float4 NormalOffset = float4(0.0,0.0,0.0,1.0)
46
- [[
47
- anno::display_name("NormalOffset"),
48
- anno::ui_order(5),
49
- anno::in_group("Normal")
50
- ]],
51
- float NormalIntensity = 0.0
52
- [[
53
- anno::display_name("NormalIntensity"),
54
- anno::ui_order(32),
55
- anno::in_group("Normal")
56
- ]],
57
- float EmissionIsTexType = 0.0
58
- [[
59
- anno::display_name("EmissionIsTexType"),
60
- anno::description("0 is color, 1 is tex, 2 is falloff
61
- "),
62
- anno::ui_order(1),
63
- anno::in_group("Emission")
64
- ]],
65
- float EmissionFalloffValue1Type = 0.0
66
- [[
67
- anno::display_name("EmissionFalloffValue1Type"),
68
- anno::ui_order(7),
69
- anno::in_group("Emission")
70
- ]],
71
- float EmissionFalloffFloat = 0.0
72
- [[
73
- anno::display_name("EmissionFalloffFloat"),
74
- anno::ui_order(8),
75
- anno::in_group("Emission")
76
- ]],
77
- float4 EmissionColor = float4(0.0,0.0,0.0,1.0)
78
- [[
79
- anno::display_name("EmissionColor"),
80
- anno::ui_order(2),
81
- anno::in_group("Emission")
82
- ]],
83
- uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
84
- [[
85
- anno::display_name("EmissionTex"),
86
- anno::ui_order(3),
87
- anno::in_group("Emission"),
88
- sampler_color()
89
- ]],
90
- float4 EmissionUVW = float4(1.0,1.0,0.0,1.0)
91
- [[
92
- anno::display_name("EmissionUVW"),
93
- anno::ui_order(4),
94
- anno::in_group("Emission")
95
- ]],
96
- float4 EmissionOffset = float4(0.0,0.0,0.0,1.0)
97
- [[
98
- anno::display_name("EmissionOffset"),
99
- anno::ui_order(5),
100
- anno::in_group("Emission")
101
- ]],
102
- float EmissionFalloffValue2Type = 0.0
103
- [[
104
- anno::display_name("EmissionFalloffValue2Type"),
105
- anno::ui_order(9),
106
- anno::in_group("Emission")
107
- ]],
108
- float EmissionFalloffFloat_2 = 0.0
109
- [[
110
- anno::display_name("EmissionFalloffFloat_2"),
111
- anno::ui_order(10),
112
- anno::in_group("Emission")
113
- ]],
114
- float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0)
115
- [[
116
- anno::display_name("EmissionColor_2"),
117
- anno::ui_order(11),
118
- anno::in_group("Emission")
119
- ]],
120
- uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
121
- [[
122
- anno::display_name("EmissionTex_2"),
123
- anno::ui_order(12),
124
- anno::in_group("Emission"),
125
- sampler_color()
126
- ]],
127
- float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0)
128
- [[
129
- anno::display_name("EmissionUVW_2"),
130
- anno::ui_order(13),
131
- anno::in_group("Emission")
132
- ]],
133
- float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0)
134
- [[
135
- anno::display_name("EmissionOffset_2"),
136
- anno::ui_order(14),
137
- anno::in_group("Emission")
138
- ]],
139
- float EmissionFalloffFreshnelIor = 1.6
140
- [[
141
- anno::display_name("EmissionFalloffFreshnelIor"),
142
- anno::ui_order(6),
143
- anno::in_group("Emission")
144
- ]],
145
- float ColorIsTexType = 0.0
146
- [[
147
- anno::display_name("ColorIsTexType"),
148
- anno::description("0 is color, 1 is tex, 2 is falloff
149
- "),
150
- anno::ui_order(1),
151
- anno::in_group("Color")
152
- ]],
153
- float ColorFalloffValue1Type = 0.0
154
- [[
155
- anno::display_name("ColorFalloffValue1Type"),
156
- anno::ui_order(7),
157
- anno::in_group("Color")
158
- ]],
159
- float ColorFalloffFloat = 0.0
160
- [[
161
- anno::display_name("ColorFalloffFloat"),
162
- anno::ui_order(10),
163
- anno::in_group("Color")
164
- ]],
165
- float4 ColorColor = float4(1.0,1.0,1.0,1.0)
166
- [[
167
- anno::display_name("ColorColor"),
168
- anno::ui_order(2),
169
- anno::in_group("Color")
170
- ]],
171
- uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
172
- [[
173
- anno::display_name("ColorTex"),
174
- anno::ui_order(3),
175
- anno::in_group("Color"),
176
- sampler_color()
177
- ]],
178
- float4 ColorUVW = float4(1.0,1.0,0.0,1.0)
179
- [[
180
- anno::display_name("ColorUVW"),
181
- anno::ui_order(4),
182
- anno::in_group("Color")
183
- ]],
184
- float4 ColorOffset = float4(0.0,0.0,0.0,1.0)
185
- [[
186
- anno::display_name("ColorOffset"),
187
- anno::ui_order(5),
188
- anno::in_group("Color")
189
- ]],
190
- float ColorFalloffValue2Type = 0.0
191
- [[
192
- anno::display_name("ColorFalloffValue2Type"),
193
- anno::ui_order(9),
194
- anno::in_group("Color")
195
- ]],
196
- float ColorFalloffFloat_2 = 0.0
197
- [[
198
- anno::display_name("ColorFalloffFloat_2"),
199
- anno::ui_order(10),
200
- anno::in_group("Color")
201
- ]],
202
- float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0)
203
- [[
204
- anno::display_name("ColorColor_2"),
205
- anno::ui_order(11),
206
- anno::in_group("Color")
207
- ]],
208
- uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
209
- [[
210
- anno::display_name("ColorTex_2"),
211
- anno::ui_order(12),
212
- anno::in_group("Color"),
213
- sampler_color()
214
- ]],
215
- float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0)
216
- [[
217
- anno::display_name("ColorUVW_2"),
218
- anno::ui_order(13),
219
- anno::in_group("Color")
220
- ]],
221
- float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0)
222
- [[
223
- anno::display_name("ColorOffset_2"),
224
- anno::ui_order(14),
225
- anno::in_group("Color")
226
- ]],
227
- float ColorFalloffFreshnelIor = 1.6
228
- [[
229
- anno::display_name("ColorFalloffFreshnelIor"),
230
- anno::ui_order(6),
231
- anno::in_group("Color")
232
- ]],
233
- float MetallicIsTexType = 0.0
234
- [[
235
- anno::display_name("MetallicIsTexType"),
236
- anno::description("0 is color, 1 is tex, 2 is falloff
237
- "),
238
- anno::ui_order(1),
239
- anno::in_group("Metallic")
240
- ]],
241
- float MetallicFalloffValue1Type = 0.0
242
- [[
243
- anno::display_name("MetallicFalloffValue1Type"),
244
- anno::ui_order(7),
245
- anno::in_group("Metallic")
246
- ]],
247
- float MetallicFalloffFloat = 0.0
248
- [[
249
- anno::display_name("MetallicFalloffFloat"),
250
- anno::ui_order(8),
251
- anno::in_group("Metallic")
252
- ]],
253
- float MetallicFloat = 0.0
254
- [[
255
- anno::display_name("MetallicFloat"),
256
- anno::ui_order(2),
257
- anno::in_group("Metallic")
258
- ]],
259
- uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
260
- [[
261
- anno::display_name("MetallicTex"),
262
- anno::ui_order(3),
263
- anno::in_group("Metallic"),
264
- sampler_color()
265
- ]],
266
- float4 MetallicUVW = float4(1.0,1.0,0.0,1.0)
267
- [[
268
- anno::display_name("MetallicUVW"),
269
- anno::ui_order(4),
270
- anno::in_group("Metallic")
271
- ]],
272
- float4 MetallicOffset = float4(0.0,0.0,0.0,1.0)
273
- [[
274
- anno::display_name("MetallicOffset"),
275
- anno::ui_order(5),
276
- anno::in_group("Metallic")
277
- ]],
278
- float MetallicFalloffValue2Type = 0.0
279
- [[
280
- anno::display_name("MetallicFalloffValue2Type"),
281
- anno::ui_order(9),
282
- anno::in_group("Metallic")
283
- ]],
284
- float MetallicFalloffFloat_2 = 0.0
285
- [[
286
- anno::display_name("MetallicFalloffFloat_2"),
287
- anno::ui_order(10),
288
- anno::in_group("Metallic")
289
- ]],
290
- float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0)
291
- [[
292
- anno::display_name("MetallicColor_2"),
293
- anno::ui_order(11),
294
- anno::in_group("Metallic")
295
- ]],
296
- uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
297
- [[
298
- anno::display_name("MetallicTex_2"),
299
- anno::ui_order(12),
300
- anno::in_group("Metallic"),
301
- sampler_color()
302
- ]],
303
- float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0)
304
- [[
305
- anno::display_name("MetallicUVW_2"),
306
- anno::ui_order(13),
307
- anno::in_group("Metallic")
308
- ]],
309
- float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0)
310
- [[
311
- anno::display_name("MetallicOffset_2"),
312
- anno::ui_order(14),
313
- anno::in_group("Metallic")
314
- ]],
315
- float MetallicFalloffFreshnelIor = 1.6
316
- [[
317
- anno::display_name("MetallicFalloffFreshnelIor"),
318
- anno::ui_order(6),
319
- anno::in_group("Metallic")
320
- ]],
321
- float SpecularIsTexType = 0.0
322
- [[
323
- anno::display_name("SpecularIsTexType"),
324
- anno::description("0 is color, 1 is tex, 2 is falloff
325
- "),
326
- anno::ui_order(1),
327
- anno::in_group("Specular")
328
- ]],
329
- float SpecularFalloffValue1Type = 0.0
330
- [[
331
- anno::display_name("SpecularFalloffValue1Type"),
332
- anno::ui_order(7),
333
- anno::in_group("Specular")
334
- ]],
335
- float SpecularFalloffFloat = 0.0
336
- [[
337
- anno::display_name("SpecularFalloffFloat"),
338
- anno::ui_order(8),
339
- anno::in_group("Specular")
340
- ]],
341
- float SpecularFloat = 0.0
342
- [[
343
- anno::display_name("SpecularFloat"),
344
- anno::ui_order(2),
345
- anno::in_group("Specular")
346
- ]],
347
- uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
348
- [[
349
- anno::display_name("SpecularTex"),
350
- anno::ui_order(3),
351
- anno::in_group("Specular"),
352
- sampler_color()
353
- ]],
354
- float4 SpecularUVW = float4(1.0,1.0,0.0,1.0)
355
- [[
356
- anno::display_name("SpecularUVW"),
357
- anno::ui_order(4),
358
- anno::in_group("Specular")
359
- ]],
360
- float4 SpecularOffset = float4(0.0,0.0,0.0,1.0)
361
- [[
362
- anno::display_name("SpecularOffset"),
363
- anno::ui_order(5),
364
- anno::in_group("Specular")
365
- ]],
366
- float SpecularFalloffValue2Type = 0.0
367
- [[
368
- anno::display_name("SpecularFalloffValue2Type"),
369
- anno::ui_order(9),
370
- anno::in_group("Specular")
371
- ]],
372
- float SpecularFalloffFloat_2 = 0.0
373
- [[
374
- anno::display_name("SpecularFalloffFloat_2"),
375
- anno::ui_order(10),
376
- anno::in_group("Specular")
377
- ]],
378
- float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0)
379
- [[
380
- anno::display_name("SpecularColor_2"),
381
- anno::ui_order(11),
382
- anno::in_group("Specular")
383
- ]],
384
- uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
385
- [[
386
- anno::display_name("SpecularTex_2"),
387
- anno::ui_order(12),
388
- anno::in_group("Specular"),
389
- sampler_color()
390
- ]],
391
- float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0)
392
- [[
393
- anno::display_name("SpecularUVW_2"),
394
- anno::ui_order(13),
395
- anno::in_group("Specular")
396
- ]],
397
- float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0)
398
- [[
399
- anno::display_name("SpecularOffset_2"),
400
- anno::ui_order(14),
401
- anno::in_group("Specular")
402
- ]],
403
- float SpecularFalloffFreshnelIor = 1.6
404
- [[
405
- anno::display_name("SpecularFalloffFreshnelIor"),
406
- anno::ui_order(6),
407
- anno::in_group("Specular")
408
- ]],
409
- float RoughnessIsTexType = 0.0
410
- [[
411
- anno::display_name("RoughnessIsTexType"),
412
- anno::description("0 is color, 1 is tex, 2 is falloff
413
- "),
414
- anno::ui_order(1),
415
- anno::in_group("Roughness")
416
- ]],
417
- float RoughnessFalloffValue1Type = 0.0
418
- [[
419
- anno::display_name("RoughnessFalloffValue1Type"),
420
- anno::ui_order(7),
421
- anno::in_group("Roughness")
422
- ]],
423
- float RoughnessFalloffFloat = 0.0
424
- [[
425
- anno::display_name("RoughnessFalloffFloat"),
426
- anno::ui_order(8),
427
- anno::in_group("Roughness")
428
- ]],
429
- float RoughnessFloat = 0.0
430
- [[
431
- anno::display_name("RoughnessFloat"),
432
- anno::ui_order(2),
433
- anno::in_group("Roughness")
434
- ]],
435
- uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
436
- [[
437
- anno::display_name("RoughnessTex"),
438
- anno::ui_order(3),
439
- anno::in_group("Roughness"),
440
- sampler_color()
441
- ]],
442
- float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0)
443
- [[
444
- anno::display_name("RoughnessUVW"),
445
- anno::ui_order(4),
446
- anno::in_group("Roughness")
447
- ]],
448
- float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0)
449
- [[
450
- anno::display_name("RoughnessOffset"),
451
- anno::ui_order(5),
452
- anno::in_group("Roughness")
453
- ]],
454
- float RoughnessFalloffValue2Type = 0.0
455
- [[
456
- anno::display_name("RoughnessFalloffValue2Type"),
457
- anno::ui_order(9),
458
- anno::in_group("Roughness")
459
- ]],
460
- float RoughnessFalloffFloat_2 = 0.0
461
- [[
462
- anno::display_name("RoughnessFalloffFloat_2"),
463
- anno::ui_order(10),
464
- anno::in_group("Roughness")
465
- ]],
466
- float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0)
467
- [[
468
- anno::display_name("RoughnessColor_2"),
469
- anno::ui_order(11),
470
- anno::in_group("Roughness")
471
- ]],
472
- uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
473
- [[
474
- anno::display_name("RoughnessTex_2"),
475
- anno::ui_order(12),
476
- anno::in_group("Roughness"),
477
- sampler_color()
478
- ]],
479
- float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0)
480
- [[
481
- anno::display_name("RoughnessUVW_2"),
482
- anno::ui_order(13),
483
- anno::in_group("Roughness")
484
- ]],
485
- float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0)
486
- [[
487
- anno::display_name("RoughnessOffset_2"),
488
- anno::ui_order(14),
489
- anno::in_group("Roughness")
490
- ]],
491
- float RoughnessFalloffFreshnelIor = 1.6
492
- [[
493
- anno::display_name("RoughnessFalloffFreshnelIor"),
494
- anno::ui_order(6),
495
- anno::in_group("Roughness")
496
- ]],
497
- float OpacityIsTexType = 0.0
498
- [[
499
- anno::display_name("OpacityIsTexType"),
500
- anno::description("0 is float, 1 is tex, 2 is falloff
501
- "),
502
- anno::ui_order(1),
503
- anno::in_group("Opacity")
504
- ]],
505
- float OpacityFalloffValue1Type = 0.0
506
- [[
507
- anno::display_name("OpacityFalloffValue1Type"),
508
- anno::ui_order(7),
509
- anno::in_group("Opacity")
510
- ]],
511
- float OpacityFalloffFloat = 0.0
512
- [[
513
- anno::display_name("OpacityFalloffFloat"),
514
- anno::ui_order(8),
515
- anno::in_group("Opacity")
516
- ]],
517
- float OpacityFloat = 0.0
518
- [[
519
- anno::display_name("OpacityFloat"),
520
- anno::ui_order(2),
521
- anno::in_group("Opacity")
522
- ]],
523
- uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
524
- [[
525
- anno::display_name("OpacityTex"),
526
- anno::ui_order(3),
527
- anno::in_group("Opacity"),
528
- sampler_color()
529
- ]],
530
- float4 OpacityUVW = float4(1.0,1.0,0.0,1.0)
531
- [[
532
- anno::display_name("OpacityUVW"),
533
- anno::ui_order(4),
534
- anno::in_group("Opacity")
535
- ]],
536
- float4 OpacityOffset = float4(0.0,0.0,0.0,1.0)
537
- [[
538
- anno::display_name("OpacityOffset"),
539
- anno::ui_order(5),
540
- anno::in_group("Opacity")
541
- ]],
542
- float OpacityFalloffValue2Type = 0.0
543
- [[
544
- anno::display_name("OpacityFalloffValue2Type"),
545
- anno::ui_order(9),
546
- anno::in_group("Opacity")
547
- ]],
548
- float OpacityFalloffFloat_2 = 0.0
549
- [[
550
- anno::display_name("OpacityFalloffFloat_2"),
551
- anno::ui_order(10),
552
- anno::in_group("Opacity")
553
- ]],
554
- float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0)
555
- [[
556
- anno::display_name("OpacityColor_2"),
557
- anno::ui_order(11),
558
- anno::in_group("Opacity")
559
- ]],
560
- uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
561
- [[
562
- anno::display_name("OpacityTex_2"),
563
- anno::ui_order(12),
564
- anno::in_group("Opacity"),
565
- sampler_color()
566
- ]],
567
- float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0)
568
- [[
569
- anno::display_name("OpacityUVW_2"),
570
- anno::ui_order(13),
571
- anno::in_group("Opacity")
572
- ]],
573
- float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0)
574
- [[
575
- anno::display_name("OpacityOffset_2"),
576
- anno::ui_order(14),
577
- anno::in_group("Opacity")
578
- ]],
579
- float OpacityFalloffFreshnelIor = 1.6
580
- [[
581
- anno::display_name("OpacityFalloffFreshnelIor"),
582
- anno::ui_order(6),
583
- anno::in_group("Opacity")
584
- ]],
585
- float PolygonOffset = 0.0
586
- [[
587
- anno::display_name("PolygonOffset"),
588
- anno::ui_order(32)
589
- ]],
590
- int MaxTexCoordIndex = 3
591
- [[
592
- anno::hidden()
593
- ]])
594
- =
595
- let {
596
- float3 Local437 = ::camera_position();
597
- float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0));
598
- float3 Local439 = math::normalize(Local438);
599
- float3 Local440 = (Local439 * PolygonOffset);
600
-
601
- float3 WorldPositionOffset_mdl = Local440;
602
- float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
603
- float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y);
604
- float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y);
605
- float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y);
606
- float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y);
607
- float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y);
608
- float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y);
609
-
610
- float2 Local0 = (float2(0.5,0.5) * -1.0);
611
- float Local1 = math::min(math::max(0.0,0.0),6.0);
612
- float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl);
613
- float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl);
614
- float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl);
615
- float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x);
616
- float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y);
617
- float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y);
618
- float Local8 = (Local6 + Local7);
619
- float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x);
620
- float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0);
621
- float Local11 = (float2(Local5,Local8).y + Local10);
622
- float2 Local12 = (Local0 + float2(Local9,Local11));
623
- float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185);
624
- float Local14 = math::cos(Local13);
625
- float Local15 = math::sin(Local13);
626
- float Local16 = (Local15 * -1.0);
627
- float Local17 = math::dot(Local12, float2(Local14,Local16));
628
- float Local18 = math::dot(Local12, float2(Local15,Local14));
629
- float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18));
630
- float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat));
631
- float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity);
632
- float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z));
633
- float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22);
634
- float Local24 = (Local23.z + 1.0);
635
- float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0);
636
- float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z));
637
- float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26);
638
- float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z));
639
- float3 Local29 = (Local27 - Local28);
640
- float3 Local30 = math::normalize(Local29);
641
- float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30);
642
-
643
- float3 Normal_mdl = Local31;
644
-
645
- float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x);
646
- float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y);
647
- float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y);
648
- float Local35 = (Local33 + Local34);
649
- float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x);
650
- float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0);
651
- float Local38 = (float2(Local32,Local35).y + Local37);
652
- float2 Local39 = (Local0 + float2(Local36,Local38));
653
- float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185);
654
- float Local41 = math::cos(Local40);
655
- float Local42 = math::sin(Local40);
656
- float Local43 = (Local42 * -1.0);
657
- float Local44 = math::dot(Local39, float2(Local41,Local43));
658
- float Local45 = math::dot(Local39, float2(Local42,Local41));
659
- float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45));
660
- float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat);
661
- float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z));
662
- float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x);
663
- float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y);
664
- float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y);
665
- float Local52 = (Local50 + Local51);
666
- float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x);
667
- float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0);
668
- float Local55 = (float2(Local49,Local52).y + Local54);
669
- float2 Local56 = (Local0 + float2(Local53,Local55));
670
- float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185);
671
- float Local58 = math::cos(Local57);
672
- float Local59 = math::sin(Local57);
673
- float Local60 = (Local59 * -1.0);
674
- float Local61 = math::dot(Local56, float2(Local58,Local60));
675
- float Local62 = math::dot(Local56, float2(Local59,Local58));
676
- float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62));
677
- float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat);
678
- float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z));
679
- float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0);
680
- float Local67 = (1.0 / Local66);
681
- float Local68 = math::max(Local66,Local67);
682
- float Local69 = (Local68 - 1.0);
683
- float Local70 = (Local68 * Local68);
684
- float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true));
685
- float Local72 = (Local71 * Local71);
686
- float Local73 = (Local70 + Local72);
687
- float Local74 = (Local73 - 1.0);
688
- float Local75 = math::sqrt(Local74);
689
- float Local76 = (Local75 / Local68);
690
- float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0);
691
- float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0);
692
- float Local79 = math::max(Local77,Local78);
693
- float Local80 = (Local71 / Local76);
694
- float Local81 = (Local68 * Local80);
695
- float Local82 = (Local81 - 1.0);
696
- float Local83 = (Local81 + 1.0);
697
- float Local84 = (Local82 / Local83);
698
- float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0);
699
- float Local86 = (Local76 / Local71);
700
- float Local87 = (Local68 * Local86);
701
- float Local88 = (Local87 - 1.0);
702
- float Local89 = (Local87 + 1.0);
703
- float Local90 = (Local88 / Local89);
704
- float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0);
705
- float Local92 = (Local85 + Local91);
706
- float Local93 = (Local92 * 0.5);
707
- float Local94 = (Local68 + 1.0);
708
- float Local95 = (Local69 / Local94);
709
- float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0);
710
- float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96);
711
- float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0);
712
- float Local99 = math::saturate(Local98);
713
- float3 Local100 = math::lerp(Local48,Local65,Local99);
714
- float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z));
715
- float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x);
716
- float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y);
717
- float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y);
718
- float Local105 = (Local103 + Local104);
719
- float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x);
720
- float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0);
721
- float Local108 = (float2(Local102,Local105).y + Local107);
722
- float2 Local109 = (Local0 + float2(Local106,Local108));
723
- float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185);
724
- float Local111 = math::cos(Local110);
725
- float Local112 = math::sin(Local110);
726
- float Local113 = (Local112 * -1.0);
727
- float Local114 = math::dot(Local109, float2(Local111,Local113));
728
- float Local115 = math::dot(Local109, float2(Local112,Local111));
729
- float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115));
730
- float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat);
731
- float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z));
732
- float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x);
733
- float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y);
734
- float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y);
735
- float Local122 = (Local120 + Local121);
736
- float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x);
737
- float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0);
738
- float Local125 = (float2(Local119,Local122).y + Local124);
739
- float2 Local126 = (Local0 + float2(Local123,Local125));
740
- float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185);
741
- float Local128 = math::cos(Local127);
742
- float Local129 = math::sin(Local127);
743
- float Local130 = (Local129 * -1.0);
744
- float Local131 = math::dot(Local126, float2(Local128,Local130));
745
- float Local132 = math::dot(Local126, float2(Local129,Local128));
746
- float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132));
747
- float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat);
748
- float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z));
749
- float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0);
750
- float Local137 = (1.0 / Local136);
751
- float Local138 = math::max(Local136,Local137);
752
- float Local139 = (Local138 - 1.0);
753
- float Local140 = (Local138 * Local138);
754
- float Local141 = (Local140 + Local72);
755
- float Local142 = (Local141 - 1.0);
756
- float Local143 = math::sqrt(Local142);
757
- float Local144 = (Local143 / Local138);
758
- float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0);
759
- float Local146 = math::max(Local145,Local78);
760
- float Local147 = (Local71 / Local144);
761
- float Local148 = (Local138 * Local147);
762
- float Local149 = (Local148 - 1.0);
763
- float Local150 = (Local148 + 1.0);
764
- float Local151 = (Local149 / Local150);
765
- float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0);
766
- float Local153 = (Local144 / Local71);
767
- float Local154 = (Local138 * Local153);
768
- float Local155 = (Local154 - 1.0);
769
- float Local156 = (Local154 + 1.0);
770
- float Local157 = (Local155 / Local156);
771
- float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0);
772
- float Local159 = (Local152 + Local158);
773
- float Local160 = (Local159 * 0.5);
774
- float Local161 = (Local138 + 1.0);
775
- float Local162 = (Local139 / Local161);
776
- float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0);
777
- float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163);
778
- float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0);
779
- float Local166 = math::saturate(Local165);
780
- float3 Local167 = math::lerp(Local118,Local135,Local166);
781
- float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z));
782
- float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x);
783
- float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y);
784
- float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y);
785
- float Local172 = (Local170 + Local171);
786
- float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x);
787
- float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0);
788
- float Local175 = (float2(Local169,Local172).y + Local174);
789
- float2 Local176 = (Local0 + float2(Local173,Local175));
790
- float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185);
791
- float Local178 = math::cos(Local177);
792
- float Local179 = math::sin(Local177);
793
- float Local180 = (Local179 * -1.0);
794
- float Local181 = math::dot(Local176, float2(Local178,Local180));
795
- float Local182 = math::dot(Local176, float2(Local179,Local178));
796
- float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182));
797
- float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat);
798
- float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z));
799
- float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x);
800
- float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y);
801
- float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y);
802
- float Local189 = (Local187 + Local188);
803
- float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x);
804
- float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0);
805
- float Local192 = (float2(Local186,Local189).y + Local191);
806
- float2 Local193 = (Local0 + float2(Local190,Local192));
807
- float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185);
808
- float Local195 = math::cos(Local194);
809
- float Local196 = math::sin(Local194);
810
- float Local197 = (Local196 * -1.0);
811
- float Local198 = math::dot(Local193, float2(Local195,Local197));
812
- float Local199 = math::dot(Local193, float2(Local196,Local195));
813
- float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199));
814
- float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat);
815
- float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z));
816
- float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0);
817
- float Local204 = (1.0 / Local203);
818
- float Local205 = math::max(Local203,Local204);
819
- float Local206 = (Local205 - 1.0);
820
- float Local207 = (Local205 * Local205);
821
- float Local208 = (Local207 + Local72);
822
- float Local209 = (Local208 - 1.0);
823
- float Local210 = math::sqrt(Local209);
824
- float Local211 = (Local210 / Local205);
825
- float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0);
826
- float Local213 = math::max(Local212,Local78);
827
- float Local214 = (Local71 / Local211);
828
- float Local215 = (Local205 * Local214);
829
- float Local216 = (Local215 - 1.0);
830
- float Local217 = (Local215 + 1.0);
831
- float Local218 = (Local216 / Local217);
832
- float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0);
833
- float Local220 = (Local211 / Local71);
834
- float Local221 = (Local205 * Local220);
835
- float Local222 = (Local221 - 1.0);
836
- float Local223 = (Local221 + 1.0);
837
- float Local224 = (Local222 / Local223);
838
- float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0);
839
- float Local226 = (Local219 + Local225);
840
- float Local227 = (Local226 * 0.5);
841
- float Local228 = (Local205 + 1.0);
842
- float Local229 = (Local206 / Local228);
843
- float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0);
844
- float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230);
845
- float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0);
846
- float Local233 = math::saturate(Local232);
847
- float3 Local234 = math::lerp(Local185,Local202,Local233);
848
- float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z));
849
- float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x);
850
- float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y);
851
- float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y);
852
- float Local239 = (Local237 + Local238);
853
- float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x);
854
- float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0);
855
- float Local242 = (float2(Local236,Local239).y + Local241);
856
- float2 Local243 = (Local0 + float2(Local240,Local242));
857
- float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185);
858
- float Local245 = math::cos(Local244);
859
- float Local246 = math::sin(Local244);
860
- float Local247 = (Local246 * -1.0);
861
- float Local248 = math::dot(Local243, float2(Local245,Local247));
862
- float Local249 = math::dot(Local243, float2(Local246,Local245));
863
- float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249));
864
- float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat);
865
- float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z));
866
- float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x);
867
- float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y);
868
- float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y);
869
- float Local256 = (Local254 + Local255);
870
- float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x);
871
- float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0);
872
- float Local259 = (float2(Local253,Local256).y + Local258);
873
- float2 Local260 = (Local0 + float2(Local257,Local259));
874
- float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185);
875
- float Local262 = math::cos(Local261);
876
- float Local263 = math::sin(Local261);
877
- float Local264 = (Local263 * -1.0);
878
- float Local265 = math::dot(Local260, float2(Local262,Local264));
879
- float Local266 = math::dot(Local260, float2(Local263,Local262));
880
- float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266));
881
- float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat);
882
- float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z));
883
- float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0);
884
- float Local271 = (1.0 / Local270);
885
- float Local272 = math::max(Local270,Local271);
886
- float Local273 = (Local272 - 1.0);
887
- float Local274 = (Local272 * Local272);
888
- float Local275 = (Local274 + Local72);
889
- float Local276 = (Local275 - 1.0);
890
- float Local277 = math::sqrt(Local276);
891
- float Local278 = (Local277 / Local272);
892
- float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0);
893
- float Local280 = math::max(Local279,Local78);
894
- float Local281 = (Local71 / Local278);
895
- float Local282 = (Local272 * Local281);
896
- float Local283 = (Local282 - 1.0);
897
- float Local284 = (Local282 + 1.0);
898
- float Local285 = (Local283 / Local284);
899
- float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0);
900
- float Local287 = (Local278 / Local71);
901
- float Local288 = (Local272 * Local287);
902
- float Local289 = (Local288 - 1.0);
903
- float Local290 = (Local288 + 1.0);
904
- float Local291 = (Local289 / Local290);
905
- float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0);
906
- float Local293 = (Local286 + Local292);
907
- float Local294 = (Local293 * 0.5);
908
- float Local295 = (Local272 + 1.0);
909
- float Local296 = (Local273 / Local295);
910
- float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0);
911
- float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297);
912
- float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0);
913
- float Local300 = math::saturate(Local299);
914
- float3 Local301 = math::lerp(Local252,Local269,Local300);
915
- float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z));
916
- float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x);
917
- float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y);
918
- float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y);
919
- float Local306 = (Local304 + Local305);
920
- float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x);
921
- float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0);
922
- float Local309 = (float2(Local303,Local306).y + Local308);
923
- float2 Local310 = (Local0 + float2(Local307,Local309));
924
- float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185);
925
- float Local312 = math::cos(Local311);
926
- float Local313 = math::sin(Local311);
927
- float Local314 = (Local313 * -1.0);
928
- float Local315 = math::dot(Local310, float2(Local312,Local314));
929
- float Local316 = math::dot(Local310, float2(Local313,Local312));
930
- float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316));
931
- float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat);
932
- float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z));
933
- float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x);
934
- float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y);
935
- float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y);
936
- float Local323 = (Local321 + Local322);
937
- float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x);
938
- float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0);
939
- float Local326 = (float2(Local320,Local323).y + Local325);
940
- float2 Local327 = (Local0 + float2(Local324,Local326));
941
- float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185);
942
- float Local329 = math::cos(Local328);
943
- float Local330 = math::sin(Local328);
944
- float Local331 = (Local330 * -1.0);
945
- float Local332 = math::dot(Local327, float2(Local329,Local331));
946
- float Local333 = math::dot(Local327, float2(Local330,Local329));
947
- float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333));
948
- float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat);
949
- float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z));
950
- float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0);
951
- float Local338 = (1.0 / Local337);
952
- float Local339 = math::max(Local337,Local338);
953
- float Local340 = (Local339 - 1.0);
954
- float Local341 = (Local339 * Local339);
955
- float Local342 = (Local341 + Local72);
956
- float Local343 = (Local342 - 1.0);
957
- float Local344 = math::sqrt(Local343);
958
- float Local345 = (Local344 / Local339);
959
- float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0);
960
- float Local347 = math::max(Local346,Local78);
961
- float Local348 = (Local71 / Local345);
962
- float Local349 = (Local339 * Local348);
963
- float Local350 = (Local349 - 1.0);
964
- float Local351 = (Local349 + 1.0);
965
- float Local352 = (Local350 / Local351);
966
- float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0);
967
- float Local354 = (Local345 / Local71);
968
- float Local355 = (Local339 * Local354);
969
- float Local356 = (Local355 - 1.0);
970
- float Local357 = (Local355 + 1.0);
971
- float Local358 = (Local356 / Local357);
972
- float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0);
973
- float Local360 = (Local353 + Local359);
974
- float Local361 = (Local360 * 0.5);
975
- float Local362 = (Local339 + 1.0);
976
- float Local363 = (Local340 / Local362);
977
- float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0);
978
- float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364);
979
- float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0);
980
- float Local367 = math::saturate(Local366);
981
- float3 Local368 = math::lerp(Local319,Local336,Local367);
982
- float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z));
983
- float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x);
984
- float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y);
985
- float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y);
986
- float Local373 = (Local371 + Local372);
987
- float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x);
988
- float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0);
989
- float Local376 = (float2(Local370,Local373).y + Local375);
990
- float2 Local377 = (Local0 + float2(Local374,Local376));
991
- float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185);
992
- float Local379 = math::cos(Local378);
993
- float Local380 = math::sin(Local378);
994
- float Local381 = (Local380 * -1.0);
995
- float Local382 = math::dot(Local377, float2(Local379,Local381));
996
- float Local383 = math::dot(Local377, float2(Local380,Local379));
997
- float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383));
998
- float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat);
999
- float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z));
1000
- float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x);
1001
- float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y);
1002
- float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y);
1003
- float Local390 = (Local388 + Local389);
1004
- float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x);
1005
- float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0);
1006
- float Local393 = (float2(Local387,Local390).y + Local392);
1007
- float2 Local394 = (Local0 + float2(Local391,Local393));
1008
- float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185);
1009
- float Local396 = math::cos(Local395);
1010
- float Local397 = math::sin(Local395);
1011
- float Local398 = (Local397 * -1.0);
1012
- float Local399 = math::dot(Local394, float2(Local396,Local398));
1013
- float Local400 = math::dot(Local394, float2(Local397,Local396));
1014
- float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400));
1015
- float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat);
1016
- float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z));
1017
- float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0);
1018
- float Local405 = (1.0 / Local404);
1019
- float Local406 = math::max(Local404,Local405);
1020
- float Local407 = (Local406 - 1.0);
1021
- float Local408 = (Local406 * Local406);
1022
- float Local409 = (Local408 + Local72);
1023
- float Local410 = (Local409 - 1.0);
1024
- float Local411 = math::sqrt(Local410);
1025
- float Local412 = (Local411 / Local406);
1026
- float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0);
1027
- float Local414 = math::max(Local413,Local78);
1028
- float Local415 = (Local71 / Local412);
1029
- float Local416 = (Local406 * Local415);
1030
- float Local417 = (Local416 - 1.0);
1031
- float Local418 = (Local416 + 1.0);
1032
- float Local419 = (Local417 / Local418);
1033
- float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0);
1034
- float Local421 = (Local412 / Local71);
1035
- float Local422 = (Local406 * Local421);
1036
- float Local423 = (Local422 - 1.0);
1037
- float Local424 = (Local422 + 1.0);
1038
- float Local425 = (Local423 / Local424);
1039
- float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0);
1040
- float Local427 = (Local420 + Local426);
1041
- float Local428 = (Local427 * 0.5);
1042
- float Local429 = (Local406 + 1.0);
1043
- float Local430 = (Local407 / Local429);
1044
- float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0);
1045
- float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431);
1046
- float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0);
1047
- float Local434 = math::saturate(Local433);
1048
- float3 Local435 = math::lerp(Local386,Local403,Local434);
1049
- float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z));
1050
-
1051
- float3 EmissiveColor_mdl = Local101;
1052
- float Opacity_mdl = Local436.x;
1053
- float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f;
1054
- float3 BaseColor_mdl = Local168;
1055
- float Metallic_mdl = Local235.x;
1056
- float Specular_mdl = Local302.x;
1057
- float Roughness_mdl = Local369.x;
1058
- float3 Refraction_mdl = 1.491;
1059
- float SurfaceThickness_mdl = 0.01;
1060
-
1061
- } in
1062
- ::OmniUe4Translucent(
1063
- base_color: BaseColor_mdl,
1064
- metallic: Metallic_mdl,
1065
- roughness: Roughness_mdl,
1066
- specular: Specular_mdl,
1067
- normal: Normal_mdl,
1068
- opacity: Opacity_mdl,
1069
- opacity_mask: OpacityMask_mdl,
1070
- emissive_color: EmissiveColor_mdl,
1071
- displacement: WorldPositionOffset_mdl,
1072
- refraction: Refraction_mdl.x,
1073
- two_sided: false);
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
assets/scenes/kujiale_0004/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/OmniUe4Base.mdl DELETED
@@ -1,224 +0,0 @@
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/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/OmniUe4Function.mdl DELETED
@@ -1,1413 +0,0 @@
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/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/OmniUe4Subsurface.mdl DELETED
@@ -1,234 +0,0 @@
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- /***************************************************************************************************
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- * Copyright 2020 NVIDIA Corporation. All rights reserved.
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- *
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- * Redistribution and use in source and binary forms, with or without
5
- * modification, are permitted provided that the following conditions
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- * are met:
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- * * Redistributions of source code must retain the above copyright
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- * notice, this list of conditions and the following disclaimer.
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- * * Redistributions in binary form must reproduce the above copyright
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- * notice, this list of conditions and the following disclaimer in the
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- * documentation and/or other materials provided with the distribution.
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- * * Neither the name of NVIDIA CORPORATION nor the names of its
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- * contributors may be used to endorse or promote products derived
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- * from this software without specific prior written permission.
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- *
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- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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- * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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- * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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- * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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- * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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- * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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- * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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- * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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- **************************************************************************************************/
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-
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- //* 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/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/OmniUe4Translucent.mdl DELETED
@@ -1,233 +0,0 @@
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/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/T_5f0d8e6ed849e100010ee906_emission_Mat.mdl DELETED
@@ -1,54 +0,0 @@
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/T_5f0d8e6ed849e100010ee906_emission.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/ac599fe2d2285ed0ddfafb70ba56e489462e0650/Materials/Textures/22.png DELETED

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  • Pointer size: 133 Bytes
  • Size of remote file: 10.5 MB
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Git LFS Details

  • SHA256: 3c574fb122871b8a294afad889310a0e193ef7e737dc47942177892bc9a60f32
  • Pointer size: 132 Bytes
  • Size of remote file: 4.73 MB
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Git LFS Details

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  • Pointer size: 132 Bytes
  • Size of remote file: 5.82 MB
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Git LFS Details

  • SHA256: 011105e8f730ec0e9581607f91dc682da3d41a733d5dff188dc4bad911479416
  • Pointer size: 132 Bytes
  • Size of remote file: 7.37 MB
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Git LFS Details

  • SHA256: 3c2bb5a3c342bc70e9cd0c98c2ec474531b402cc4244df03df586bd861363e2c
  • Pointer size: 132 Bytes
  • Size of remote file: 6.07 MB
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Git LFS Details

  • SHA256: 03eeb35abef5264dc5c011c8658ef292f093aeb5ed563eda51d87062c4c76022
  • Pointer size: 132 Bytes
  • Size of remote file: 4.76 MB
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Git LFS Details

  • SHA256: aff90bdc04e505125a46f94274c8fd83ad1cab28564cdb093ff3ea4655925a9e
  • Pointer size: 130 Bytes
  • Size of remote file: 25.1 kB
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Git LFS Details

  • SHA256: b1fe09d073788819ad2747115939aac07b13e49213a790ddf57aae4cec4d5803
  • Pointer size: 128 Bytes
  • Size of remote file: 110 Bytes
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Git LFS Details

  • SHA256: 2ee4a01a1731ecf55df4086f81d4be55d41d251522508fbd7da51b08cd4ac38c
  • Pointer size: 132 Bytes
  • Size of remote file: 2.03 MB
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Git LFS Details

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  • Pointer size: 132 Bytes
  • Size of remote file: 2.13 MB
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Git LFS Details

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  • Pointer size: 130 Bytes
  • Size of remote file: 29.3 kB
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Git LFS Details

  • SHA256: 63f2ad1d780829bc7686c19ff1c91023e2eb194b7d59636eb28cd523ad13eb90
  • Pointer size: 131 Bytes
  • Size of remote file: 959 kB
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Git LFS Details

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  • Pointer size: 130 Bytes
  • Size of remote file: 90.5 kB
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Git LFS Details

  • SHA256: a8979775ae20104c275f1d0fe9cf8aab63e5b29d1e47b0bd2aef2966ce98bef4
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  • Size of remote file: 4.18 MB
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Git LFS Details

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  • Pointer size: 132 Bytes
  • Size of remote file: 8.87 MB
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Git LFS Details

  • SHA256: 40727149418c9f3430727347d4308de1454bdddf69e11325ee50252f144fb890
  • Pointer size: 131 Bytes
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Git LFS Details

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  • Pointer size: 131 Bytes
  • Size of remote file: 972 kB
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Git LFS Details

  • SHA256: 86eb98a10f065aa38375e0057ec888bd3ff5412331f2eb8ee4def084c7ad0b6b
  • Pointer size: 132 Bytes
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Git LFS Details

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  • Pointer size: 132 Bytes
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Git LFS Details

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  • Pointer size: 132 Bytes
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Git LFS Details

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  • Pointer size: 132 Bytes
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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

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Git LFS Details

  • SHA256: b3ae3558afcfddee173bb9761a0590fd8df6d7c34017755432181a5004d09f02
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Git LFS Details

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Git LFS Details

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Git LFS Details

  • SHA256: 508f56af2268f827fbab3d2600749a60c54282c666c51cbbeac282529ce8fe77
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Git LFS Details

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  • Pointer size: 132 Bytes
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Git LFS Details

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  • Pointer size: 131 Bytes
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Git LFS Details

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  • Pointer size: 131 Bytes
  • Size of remote file: 315 kB