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::anno::*; -import ::scene::*; -using .::OmniUe4Function import *; -using .::OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material BasicShapeMaterial( - float4 Color = float4(0.9,0.9,0.9,1.0) - [[ - anno::display_name("Color"), - anno::ui_order(32) - ]], - float Roughness = 0.6407 - [[ - anno::display_name("Roughness"), - anno::ui_order(32) - ]]) - = - let { - float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); - - - float3 Normal_mdl = float3(0.0,0.0,1.0); - - float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); - float Metallic_mdl = 0.0; - float Specular_mdl = 0.5; - float Roughness_mdl = Roughness; - float SurfaceThickness_mdl = 0.01; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: false); +version https://git-lfs.github.com/spec/v1 +oid sha256:b7383c887b0029897f32a2287421563fb51ce1398eb24ac950db14c243fc514e +size 1420 diff --git a/kujiale_0066/Materials/MI_59ae7b4ed6b5745f045a0b6e.mdl b/kujiale_0066/Materials/MI_59ae7b4ed6b5745f045a0b6e.mdl index 7487fc2c52c7be64245a46cc0a53851f58a07dc5..2742cc5a63d017a714175df5c88927c108198126 100644 --- a/kujiale_0066/Materials/MI_59ae7b4ed6b5745f045a0b6e.mdl +++ b/kujiale_0066/Materials/MI_59ae7b4ed6b5745f045a0b6e.mdl @@ -1,290 +1,3 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -import ::scene::*; -using .::OmniUe4Function import *; -using .::OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material MI_59ae7b4ed6b5745f045a0b6e( - float IsNormalTex = 0.0 - [[ - anno::display_name("IsNormalTex"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - 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)); - float3 Local84 = math::normalize(Local83); - float3 Local85 = (Local84 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local85; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float3 Local81 = (1.0 - Local80); - - float3 EmissiveColor_mdl = Local28; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - float SurfaceThickness_mdl = 0.01; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: false); +version https://git-lfs.github.com/spec/v1 +oid sha256:3f506c12b7ca5e1ef573f382f4028237ad872e5bbed197cd8443980c55809ae6 +size 11549 diff --git a/kujiale_0066/Materials/MI_5d5a193611af430001c21604.mdl b/kujiale_0066/Materials/MI_5d5a193611af430001c21604.mdl index 2a31ab83173852fbfb9a4ae91ccff1e4e52fc508..d1931847fbe933e553a5d0f3c68e3b7f62485792 100644 --- a/kujiale_0066/Materials/MI_5d5a193611af430001c21604.mdl +++ b/kujiale_0066/Materials/MI_5d5a193611af430001c21604.mdl @@ -1,313 +1,3 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -import ::scene::*; -using .::OmniUe4Function import *; -using .::OmniUe4Translucent import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material MI_5d5a193611af430001c21604( - float IsNormalTex = 0.0 - [[ - anno::display_name("IsNormalTex"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float Opacity = 0.5 - [[ - anno::display_name("Opacity"), - anno::ui_order(32), - anno::in_group("Translucent") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - uniform float SwitchRefraction = 0.0 - [[ - anno::display_name("SwitchRefraction"), - anno::ui_order(32), - anno::in_group("Refraction") - ]], - uniform float FresnelB = 1.517 - [[ - anno::display_name("FresnelB"), - anno::ui_order(32), - anno::in_group("Refraction") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - 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)); - float3 Local84 = math::normalize(Local83); - float3 Local85 = (Local84 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local85; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float3 Local81 = (1.0 - Local80); - float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); - - float3 EmissiveColor_mdl = Local28; - float Opacity_mdl = Opacity; - float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); - float SurfaceThickness_mdl = 0.01; - - } in - ::OmniUe4Translucent( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: Opacity_mdl, - opacity_mask: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - refraction: Refraction_mdl.x, - two_sided: false); +version https://git-lfs.github.com/spec/v1 +oid sha256:3f0a4964a379b71c403d049953d5b89fb073598776c89964dea83f604e39d266 +size 12282 diff --git a/kujiale_0066/Materials/MI_60ecfa8fe77dfc0001e9bcab.mdl b/kujiale_0066/Materials/MI_60ecfa8fe77dfc0001e9bcab.mdl index 07a9105f50651e1d50da63432033b25c669b1e75..400d3ffd1071cd12306d44af9a90f869ede7549b 100644 --- a/kujiale_0066/Materials/MI_60ecfa8fe77dfc0001e9bcab.mdl +++ b/kujiale_0066/Materials/MI_60ecfa8fe77dfc0001e9bcab.mdl @@ -1,290 +1,3 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -import ::scene::*; -using .::OmniUe4Function import *; -using .::OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material MI_60ecfa8fe77dfc0001e9bcab( - float IsNormalTex = 0.0 - [[ - anno::display_name("IsNormalTex"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - 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)); - float3 Local84 = math::normalize(Local83); - float3 Local85 = (Local84 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local85; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float3 Local81 = (1.0 - Local80); - - float3 EmissiveColor_mdl = Local28; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - float SurfaceThickness_mdl = 0.01; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: true); +version https://git-lfs.github.com/spec/v1 +oid sha256:540a15f18055a54f807954fbfa67a9643acb1596123b23ba131f4493be075b22 +size 11548 diff --git a/kujiale_0066/Materials/M_BaseMaterial.mdl b/kujiale_0066/Materials/M_BaseMaterial.mdl index ed00d16934cd045cadecb7db4bb5dd5ddc8dd3e7..6069e00b3b462e24a43c661b5dde5ef2f29850f3 100644 --- a/kujiale_0066/Materials/M_BaseMaterial.mdl +++ b/kujiale_0066/Materials/M_BaseMaterial.mdl @@ -1,290 +1,3 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -import ::scene::*; -using .::OmniUe4Function import *; -using .::OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material M_BaseMaterial( - float IsNormalTex = 0.0 - [[ - anno::display_name("IsNormalTex"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - 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)); - float3 Local84 = math::normalize(Local83); - float3 Local85 = (Local84 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local85; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float3 Local81 = (1.0 - Local80); - - float3 EmissiveColor_mdl = Local28; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - float SurfaceThickness_mdl = 0.01; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: false); +version https://git-lfs.github.com/spec/v1 +oid sha256:7542b86bdc1a75fa98e474b2e90ddc4042ccf8657e946cc71b29b594fcd74b30 +size 11536 diff --git a/kujiale_0066/Materials/M_BaseMaterial_twosided.mdl b/kujiale_0066/Materials/M_BaseMaterial_twosided.mdl index 34a066551136042c8b515bc0777c0e436c62c466..eaa18414ae208060d538b4725c063dc17d1c3e94 100644 --- a/kujiale_0066/Materials/M_BaseMaterial_twosided.mdl +++ b/kujiale_0066/Materials/M_BaseMaterial_twosided.mdl @@ -1,290 +1,3 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -import ::scene::*; -using .::OmniUe4Function import *; -using .::OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material M_BaseMaterial_twosided( - float IsNormalTex = 0.0 - [[ - anno::display_name("IsNormalTex"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - 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)); - float3 Local84 = math::normalize(Local83); - float3 Local85 = (Local84 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local85; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float3 Local81 = (1.0 - Local80); - - float3 EmissiveColor_mdl = Local28; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - float SurfaceThickness_mdl = 0.01; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: true); +version https://git-lfs.github.com/spec/v1 +oid sha256:9d255343d9304759b40bec7428880574e6026706492b15296e034971d4aa0d17 +size 11544 diff --git a/kujiale_0066/Materials/M_BaseMaterial_v2.mdl b/kujiale_0066/Materials/M_BaseMaterial_v2.mdl index 154aecae651add78223e5fe6138f215211f152d3..862ed599ba4d3d9a6c80e7093c6b35194ce7baf7 100644 --- a/kujiale_0066/Materials/M_BaseMaterial_v2.mdl +++ b/kujiale_0066/Materials/M_BaseMaterial_v2.mdl @@ -1,914 +1,3 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -import ::scene::*; -using .::OmniUe4Function import *; -using .::OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material M_BaseMaterial_v2( - float IsNormal = 0.0 - [[ - anno::display_name("IsNormal"), - anno::ui_order(32) - ]], - float IsFlip = 0.0 - [[ - anno::display_name("IsFlip"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) - [[ - anno::display_name("NormalTex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 NormalUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("NormalUVW"), - anno::ui_order(4), - anno::in_group("Normal") - ]], - float4 NormalOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("NormalOffset"), - anno::ui_order(5), - anno::in_group("Normal") - ]], - float NormalIntensity = 0.0 - [[ - anno::display_name("NormalIntensity"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissionIsTexType = 0.0 - [[ - anno::display_name("EmissionIsTexType"), - anno::description("0 is color, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Emission") - ]], - float EmissionFalloffValue1Type = 0.0 - [[ - anno::display_name("EmissionFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Emission") - ]], - float EmissionFalloffFloat = 0.0 - [[ - anno::display_name("EmissionFalloffFloat"), - anno::ui_order(8), - anno::in_group("Emission") - ]], - float4 EmissionColor = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("EmissionColor"), - anno::ui_order(2), - anno::in_group("Emission") - ]], - uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("EmissionTex"), - anno::ui_order(3), - anno::in_group("Emission"), - sampler_color() - ]], - float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("EmissionUVW"), - anno::ui_order(4), - anno::in_group("Emission") - ]], - float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("EmissionOffset"), - anno::ui_order(5), - anno::in_group("Emission") - ]], - float EmissionFalloffValue2Type = 0.0 - [[ - anno::display_name("EmissionFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Emission") - ]], - float EmissionFalloffFloat_2 = 0.0 - [[ - anno::display_name("EmissionFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Emission") - ]], - float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("EmissionColor_2"), - anno::ui_order(11), - anno::in_group("Emission") - ]], - uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("EmissionTex_2"), - anno::ui_order(12), - anno::in_group("Emission"), - sampler_color() - ]], - float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("EmissionUVW_2"), - anno::ui_order(13), - anno::in_group("Emission") - ]], - float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("EmissionOffset_2"), - anno::ui_order(14), - anno::in_group("Emission") - ]], - float EmissionFalloffFreshnelIor = 1.6 - [[ - anno::display_name("EmissionFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Emission") - ]], - float ColorIsTexType = 0.0 - [[ - anno::display_name("ColorIsTexType"), - anno::description("0 is color, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Color") - ]], - float ColorFalloffValue1Type = 0.0 - [[ - anno::display_name("ColorFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Color") - ]], - float ColorFalloffFloat = 0.0 - [[ - anno::display_name("ColorFalloffFloat"), - anno::ui_order(10), - anno::in_group("Color") - ]], - float4 ColorColor = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("ColorColor"), - anno::ui_order(2), - anno::in_group("Color") - ]], - uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("ColorTex"), - anno::ui_order(3), - anno::in_group("Color"), - sampler_color() - ]], - float4 ColorUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("ColorUVW"), - anno::ui_order(4), - anno::in_group("Color") - ]], - float4 ColorOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("ColorOffset"), - anno::ui_order(5), - anno::in_group("Color") - ]], - float ColorFalloffValue2Type = 0.0 - [[ - anno::display_name("ColorFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Color") - ]], - float ColorFalloffFloat_2 = 0.0 - [[ - anno::display_name("ColorFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Color") - ]], - float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("ColorColor_2"), - anno::ui_order(11), - anno::in_group("Color") - ]], - uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("ColorTex_2"), - anno::ui_order(12), - anno::in_group("Color"), - sampler_color() - ]], - float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("ColorUVW_2"), - anno::ui_order(13), - anno::in_group("Color") - ]], - float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("ColorOffset_2"), - anno::ui_order(14), - anno::in_group("Color") - ]], - float ColorFalloffFreshnelIor = 1.6 - [[ - anno::display_name("ColorFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Color") - ]], - float MetallicIsTexType = 0.0 - [[ - anno::display_name("MetallicIsTexType"), - anno::description("0 is color, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Metallic") - ]], - float MetallicFalloffValue1Type = 0.0 - [[ - anno::display_name("MetallicFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Metallic") - ]], - float MetallicFalloffFloat = 0.0 - [[ - anno::display_name("MetallicFalloffFloat"), - anno::ui_order(8), - anno::in_group("Metallic") - ]], - float MetallicFloat = 0.0 - [[ - anno::display_name("MetallicFloat"), - anno::ui_order(2), - anno::in_group("Metallic") - ]], - uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("MetallicTex"), - anno::ui_order(3), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("MetallicUVW"), - anno::ui_order(4), - anno::in_group("Metallic") - ]], - float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("MetallicOffset"), - anno::ui_order(5), - anno::in_group("Metallic") - ]], - float MetallicFalloffValue2Type = 0.0 - [[ - anno::display_name("MetallicFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Metallic") - ]], - float MetallicFalloffFloat_2 = 0.0 - [[ - anno::display_name("MetallicFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Metallic") - ]], - float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("MetallicColor_2"), - anno::ui_order(11), - anno::in_group("Metallic") - ]], - uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("MetallicTex_2"), - anno::ui_order(12), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("MetallicUVW_2"), - anno::ui_order(13), - anno::in_group("Metallic") - ]], - float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("MetallicOffset_2"), - anno::ui_order(14), - anno::in_group("Metallic") - ]], - float MetallicFalloffFreshnelIor = 1.6 - [[ - anno::display_name("MetallicFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Metallic") - ]], - float SpecularIsTexType = 0.0 - [[ - anno::display_name("SpecularIsTexType"), - anno::description("0 is color, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Specular") - ]], - float SpecularFalloffValue1Type = 0.0 - [[ - anno::display_name("SpecularFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Specular") - ]], - float SpecularFalloffFloat = 0.0 - [[ - anno::display_name("SpecularFalloffFloat"), - anno::ui_order(8), - anno::in_group("Specular") - ]], - float SpecularFloat = 0.0 - [[ - anno::display_name("SpecularFloat"), - anno::ui_order(2), - anno::in_group("Specular") - ]], - uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("SpecularTex"), - anno::ui_order(3), - anno::in_group("Specular"), - sampler_color() - ]], - float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("SpecularUVW"), - anno::ui_order(4), - anno::in_group("Specular") - ]], - float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("SpecularOffset"), - anno::ui_order(5), - anno::in_group("Specular") - ]], - float SpecularFalloffValue2Type = 0.0 - [[ - anno::display_name("SpecularFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Specular") - ]], - float SpecularFalloffFloat_2 = 0.0 - [[ - anno::display_name("SpecularFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Specular") - ]], - float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("SpecularColor_2"), - anno::ui_order(11), - anno::in_group("Specular") - ]], - uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("SpecularTex_2"), - anno::ui_order(12), - anno::in_group("Specular"), - sampler_color() - ]], - float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("SpecularUVW_2"), - anno::ui_order(13), - anno::in_group("Specular") - ]], - float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("SpecularOffset_2"), - anno::ui_order(14), - anno::in_group("Specular") - ]], - float SpecularFalloffFreshnelIor = 1.6 - [[ - anno::display_name("SpecularFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Specular") - ]], - float RoughnessIsTexType = 0.0 - [[ - anno::display_name("RoughnessIsTexType"), - anno::description("0 is color, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Roughness") - ]], - float RoughnessFalloffValue1Type = 0.0 - [[ - anno::display_name("RoughnessFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Roughness") - ]], - float RoughnessFalloffFloat = 0.0 - [[ - anno::display_name("RoughnessFalloffFloat"), - anno::ui_order(8), - anno::in_group("Roughness") - ]], - float RoughnessFloat = 0.0 - [[ - anno::display_name("RoughnessFloat"), - anno::ui_order(2), - anno::in_group("Roughness") - ]], - uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("RoughnessTex"), - anno::ui_order(3), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("RoughnessUVW"), - anno::ui_order(4), - anno::in_group("Roughness") - ]], - float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("RoughnessOffset"), - anno::ui_order(5), - anno::in_group("Roughness") - ]], - float RoughnessFalloffValue2Type = 0.0 - [[ - anno::display_name("RoughnessFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Roughness") - ]], - float RoughnessFalloffFloat_2 = 0.0 - [[ - anno::display_name("RoughnessFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Roughness") - ]], - float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("RoughnessColor_2"), - anno::ui_order(11), - anno::in_group("Roughness") - ]], - uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("RoughnessTex_2"), - anno::ui_order(12), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("RoughnessUVW_2"), - anno::ui_order(13), - anno::in_group("Roughness") - ]], - float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("RoughnessOffset_2"), - anno::ui_order(14), - anno::in_group("Roughness") - ]], - float RoughnessFalloffFreshnelIor = 1.6 - [[ - anno::display_name("RoughnessFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32) - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local370 = ::camera_position(); - 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)); - float3 Local372 = math::normalize(Local371); - float3 Local373 = (Local372 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local373; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); - float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); - float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); - float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); - float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); - float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = math::min(math::max(0.0,0.0),6.0); - float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); - float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); - float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); - float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); - float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); - float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); - float Local8 = (Local6 + Local7); - float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); - float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); - float Local11 = (float2(Local5,Local8).y + Local10); - float2 Local12 = (Local0 + float2(Local9,Local11)); - float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); - float Local14 = math::cos(Local13); - float Local15 = math::sin(Local13); - float Local16 = (Local15 * -1.0); - float Local17 = math::dot(Local12, float2(Local14,Local16)); - float Local18 = math::dot(Local12, float2(Local15,Local14)); - float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); - float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); - float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); - float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); - float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); - float Local24 = (Local23.z + 1.0); - float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); - 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)); - float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); - float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); - float3 Local29 = (Local27 - Local28); - float3 Local30 = math::normalize(Local29); - float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); - - float3 Normal_mdl = Local31; - - float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); - float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); - float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); - float Local35 = (Local33 + Local34); - float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); - float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); - float Local38 = (float2(Local32,Local35).y + Local37); - float2 Local39 = (Local0 + float2(Local36,Local38)); - float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); - float Local41 = math::cos(Local40); - float Local42 = math::sin(Local40); - float Local43 = (Local42 * -1.0); - float Local44 = math::dot(Local39, float2(Local41,Local43)); - float Local45 = math::dot(Local39, float2(Local42,Local41)); - float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); - float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); - float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); - float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); - float Local52 = (Local50 + Local51); - float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); - float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); - float Local55 = (float2(Local49,Local52).y + Local54); - float2 Local56 = (Local0 + float2(Local53,Local55)); - float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); - float Local58 = math::cos(Local57); - float Local59 = math::sin(Local57); - float Local60 = (Local59 * -1.0); - float Local61 = math::dot(Local56, float2(Local58,Local60)); - float Local62 = math::dot(Local56, float2(Local59,Local58)); - float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); - float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); - float Local67 = (1.0 / Local66); - float Local68 = math::max(Local66,Local67); - float Local69 = (Local68 - 1.0); - float Local70 = (Local68 * Local68); - float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); - float Local72 = (Local71 * Local71); - float Local73 = (Local70 + Local72); - float Local74 = (Local73 - 1.0); - float Local75 = math::sqrt(Local74); - float Local76 = (Local75 / Local68); - float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local79 = math::max(Local77,Local78); - float Local80 = (Local71 / Local76); - float Local81 = (Local68 * Local80); - float Local82 = (Local81 - 1.0); - float Local83 = (Local81 + 1.0); - float Local84 = (Local82 / Local83); - float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); - float Local86 = (Local76 / Local71); - float Local87 = (Local68 * Local86); - float Local88 = (Local87 - 1.0); - float Local89 = (Local87 + 1.0); - float Local90 = (Local88 / Local89); - float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); - float Local92 = (Local85 + Local91); - float Local93 = (Local92 * 0.5); - float Local94 = (Local68 + 1.0); - float Local95 = (Local69 / Local94); - float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); - float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); - float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); - float Local99 = math::saturate(Local98); - float3 Local100 = math::lerp(Local48,Local65,Local99); - 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)); - float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); - float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); - float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); - float Local105 = (Local103 + Local104); - float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); - float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); - float Local108 = (float2(Local102,Local105).y + Local107); - float2 Local109 = (Local0 + float2(Local106,Local108)); - float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); - float Local111 = math::cos(Local110); - float Local112 = math::sin(Local110); - float Local113 = (Local112 * -1.0); - float Local114 = math::dot(Local109, float2(Local111,Local113)); - float Local115 = math::dot(Local109, float2(Local112,Local111)); - float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); - float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); - float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); - float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); - float Local122 = (Local120 + Local121); - float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); - float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); - float Local125 = (float2(Local119,Local122).y + Local124); - float2 Local126 = (Local0 + float2(Local123,Local125)); - float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); - float Local128 = math::cos(Local127); - float Local129 = math::sin(Local127); - float Local130 = (Local129 * -1.0); - float Local131 = math::dot(Local126, float2(Local128,Local130)); - float Local132 = math::dot(Local126, float2(Local129,Local128)); - float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); - float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); - float Local137 = (1.0 / Local136); - float Local138 = math::max(Local136,Local137); - float Local139 = (Local138 - 1.0); - float Local140 = (Local138 * Local138); - float Local141 = (Local140 + Local72); - float Local142 = (Local141 - 1.0); - float Local143 = math::sqrt(Local142); - float Local144 = (Local143 / Local138); - float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local146 = math::max(Local145,Local78); - float Local147 = (Local71 / Local144); - float Local148 = (Local138 * Local147); - float Local149 = (Local148 - 1.0); - float Local150 = (Local148 + 1.0); - float Local151 = (Local149 / Local150); - float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); - float Local153 = (Local144 / Local71); - float Local154 = (Local138 * Local153); - float Local155 = (Local154 - 1.0); - float Local156 = (Local154 + 1.0); - float Local157 = (Local155 / Local156); - float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); - float Local159 = (Local152 + Local158); - float Local160 = (Local159 * 0.5); - float Local161 = (Local138 + 1.0); - float Local162 = (Local139 / Local161); - float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); - float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); - float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); - float Local166 = math::saturate(Local165); - float3 Local167 = math::lerp(Local118,Local135,Local166); - 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)); - float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); - float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); - float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); - float Local172 = (Local170 + Local171); - float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); - float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); - float Local175 = (float2(Local169,Local172).y + Local174); - float2 Local176 = (Local0 + float2(Local173,Local175)); - float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); - float Local178 = math::cos(Local177); - float Local179 = math::sin(Local177); - float Local180 = (Local179 * -1.0); - float Local181 = math::dot(Local176, float2(Local178,Local180)); - float Local182 = math::dot(Local176, float2(Local179,Local178)); - float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); - float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); - float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); - float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); - float Local189 = (Local187 + Local188); - float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); - float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); - float Local192 = (float2(Local186,Local189).y + Local191); - float2 Local193 = (Local0 + float2(Local190,Local192)); - float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); - float Local195 = math::cos(Local194); - float Local196 = math::sin(Local194); - float Local197 = (Local196 * -1.0); - float Local198 = math::dot(Local193, float2(Local195,Local197)); - float Local199 = math::dot(Local193, float2(Local196,Local195)); - float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); - float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); - float Local204 = (1.0 / Local203); - float Local205 = math::max(Local203,Local204); - float Local206 = (Local205 - 1.0); - float Local207 = (Local205 * Local205); - float Local208 = (Local207 + Local72); - float Local209 = (Local208 - 1.0); - float Local210 = math::sqrt(Local209); - float Local211 = (Local210 / Local205); - float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local213 = math::max(Local212,Local78); - float Local214 = (Local71 / Local211); - float Local215 = (Local205 * Local214); - float Local216 = (Local215 - 1.0); - float Local217 = (Local215 + 1.0); - float Local218 = (Local216 / Local217); - float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); - float Local220 = (Local211 / Local71); - float Local221 = (Local205 * Local220); - float Local222 = (Local221 - 1.0); - float Local223 = (Local221 + 1.0); - float Local224 = (Local222 / Local223); - float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); - float Local226 = (Local219 + Local225); - float Local227 = (Local226 * 0.5); - float Local228 = (Local205 + 1.0); - float Local229 = (Local206 / Local228); - float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); - float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); - float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); - float Local233 = math::saturate(Local232); - float3 Local234 = math::lerp(Local185,Local202,Local233); - 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)); - float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); - float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); - float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); - float Local239 = (Local237 + Local238); - float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); - float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); - float Local242 = (float2(Local236,Local239).y + Local241); - float2 Local243 = (Local0 + float2(Local240,Local242)); - float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); - float Local245 = math::cos(Local244); - float Local246 = math::sin(Local244); - float Local247 = (Local246 * -1.0); - float Local248 = math::dot(Local243, float2(Local245,Local247)); - float Local249 = math::dot(Local243, float2(Local246,Local245)); - float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); - float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); - float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); - float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); - float Local256 = (Local254 + Local255); - float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); - float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); - float Local259 = (float2(Local253,Local256).y + Local258); - float2 Local260 = (Local0 + float2(Local257,Local259)); - float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); - float Local262 = math::cos(Local261); - float Local263 = math::sin(Local261); - float Local264 = (Local263 * -1.0); - float Local265 = math::dot(Local260, float2(Local262,Local264)); - float Local266 = math::dot(Local260, float2(Local263,Local262)); - float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); - float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); - float Local271 = (1.0 / Local270); - float Local272 = math::max(Local270,Local271); - float Local273 = (Local272 - 1.0); - float Local274 = (Local272 * Local272); - float Local275 = (Local274 + Local72); - float Local276 = (Local275 - 1.0); - float Local277 = math::sqrt(Local276); - float Local278 = (Local277 / Local272); - float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local280 = math::max(Local279,Local78); - float Local281 = (Local71 / Local278); - float Local282 = (Local272 * Local281); - float Local283 = (Local282 - 1.0); - float Local284 = (Local282 + 1.0); - float Local285 = (Local283 / Local284); - float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); - float Local287 = (Local278 / Local71); - float Local288 = (Local272 * Local287); - float Local289 = (Local288 - 1.0); - float Local290 = (Local288 + 1.0); - float Local291 = (Local289 / Local290); - float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); - float Local293 = (Local286 + Local292); - float Local294 = (Local293 * 0.5); - float Local295 = (Local272 + 1.0); - float Local296 = (Local273 / Local295); - float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); - float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); - float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); - float Local300 = math::saturate(Local299); - float3 Local301 = math::lerp(Local252,Local269,Local300); - 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)); - float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); - float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); - float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); - float Local306 = (Local304 + Local305); - float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); - float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); - float Local309 = (float2(Local303,Local306).y + Local308); - float2 Local310 = (Local0 + float2(Local307,Local309)); - float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); - float Local312 = math::cos(Local311); - float Local313 = math::sin(Local311); - float Local314 = (Local313 * -1.0); - float Local315 = math::dot(Local310, float2(Local312,Local314)); - float Local316 = math::dot(Local310, float2(Local313,Local312)); - float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); - float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); - float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); - float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); - float Local323 = (Local321 + Local322); - float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); - float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); - float Local326 = (float2(Local320,Local323).y + Local325); - float2 Local327 = (Local0 + float2(Local324,Local326)); - float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); - float Local329 = math::cos(Local328); - float Local330 = math::sin(Local328); - float Local331 = (Local330 * -1.0); - float Local332 = math::dot(Local327, float2(Local329,Local331)); - float Local333 = math::dot(Local327, float2(Local330,Local329)); - float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); - float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); - float Local338 = (1.0 / Local337); - float Local339 = math::max(Local337,Local338); - float Local340 = (Local339 - 1.0); - float Local341 = (Local339 * Local339); - float Local342 = (Local341 + Local72); - float Local343 = (Local342 - 1.0); - float Local344 = math::sqrt(Local343); - float Local345 = (Local344 / Local339); - float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local347 = math::max(Local346,Local78); - float Local348 = (Local71 / Local345); - float Local349 = (Local339 * Local348); - float Local350 = (Local349 - 1.0); - float Local351 = (Local349 + 1.0); - float Local352 = (Local350 / Local351); - float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); - float Local354 = (Local345 / Local71); - float Local355 = (Local339 * Local354); - float Local356 = (Local355 - 1.0); - float Local357 = (Local355 + 1.0); - float Local358 = (Local356 / Local357); - float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); - float Local360 = (Local353 + Local359); - float Local361 = (Local360 * 0.5); - float Local362 = (Local339 + 1.0); - float Local363 = (Local340 / Local362); - float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); - float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); - float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); - float Local367 = math::saturate(Local366); - float3 Local368 = math::lerp(Local319,Local336,Local367); - 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)); - - float3 EmissiveColor_mdl = Local101; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local168; - float Metallic_mdl = Local235.x; - float Specular_mdl = Local302.x; - float Roughness_mdl = Local369.x; - float SurfaceThickness_mdl = 0.01; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: false); +version https://git-lfs.github.com/spec/v1 +oid sha256:f0d655dbdb21cb3ca1c7b8db04ae9edebfe6cbead1cf215bb66857be4f1c657f +size 42019 diff --git a/kujiale_0066/Materials/M_BaseMaterial_v2_twosided.mdl b/kujiale_0066/Materials/M_BaseMaterial_v2_twosided.mdl index 7d90fc45fb437460e27004b226156b66a976f877..33bf2dfdefa4d345213c3458535e3444d2945163 100644 --- a/kujiale_0066/Materials/M_BaseMaterial_v2_twosided.mdl +++ b/kujiale_0066/Materials/M_BaseMaterial_v2_twosided.mdl @@ -1,914 +1,3 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -import ::scene::*; -using .::OmniUe4Function import *; -using .::OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material M_BaseMaterial_v2_twosided( - float IsNormal = 0.0 - [[ - anno::display_name("IsNormal"), - anno::ui_order(32) - ]], - float IsFlip = 0.0 - [[ - anno::display_name("IsFlip"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) - [[ - anno::display_name("NormalTex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 NormalUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("NormalUVW"), - anno::ui_order(4), - anno::in_group("Normal") - ]], - float4 NormalOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("NormalOffset"), - anno::ui_order(5), - anno::in_group("Normal") - ]], - float NormalIntensity = 0.0 - [[ - anno::display_name("NormalIntensity"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissionIsTexType = 0.0 - [[ - anno::display_name("EmissionIsTexType"), - anno::description("0 is color, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Emission") - ]], - float EmissionFalloffValue1Type = 0.0 - [[ - anno::display_name("EmissionFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Emission") - ]], - float EmissionFalloffFloat = 0.0 - [[ - anno::display_name("EmissionFalloffFloat"), - anno::ui_order(8), - anno::in_group("Emission") - ]], - float4 EmissionColor = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("EmissionColor"), - anno::ui_order(2), - anno::in_group("Emission") - ]], - uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("EmissionTex"), - anno::ui_order(3), - anno::in_group("Emission"), - sampler_color() - ]], - float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("EmissionUVW"), - anno::ui_order(4), - anno::in_group("Emission") - ]], - float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("EmissionOffset"), - anno::ui_order(5), - anno::in_group("Emission") - ]], - float EmissionFalloffValue2Type = 0.0 - [[ - anno::display_name("EmissionFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Emission") - ]], - float EmissionFalloffFloat_2 = 0.0 - [[ - anno::display_name("EmissionFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Emission") - ]], - float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("EmissionColor_2"), - anno::ui_order(11), - anno::in_group("Emission") - ]], - uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("EmissionTex_2"), - anno::ui_order(12), - anno::in_group("Emission"), - sampler_color() - ]], - float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("EmissionUVW_2"), - anno::ui_order(13), - anno::in_group("Emission") - ]], - float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("EmissionOffset_2"), - anno::ui_order(14), - anno::in_group("Emission") - ]], - float EmissionFalloffFreshnelIor = 1.6 - [[ - anno::display_name("EmissionFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Emission") - ]], - float ColorIsTexType = 0.0 - [[ - anno::display_name("ColorIsTexType"), - anno::description("0 is color, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Color") - ]], - float ColorFalloffValue1Type = 0.0 - [[ - anno::display_name("ColorFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Color") - ]], - float ColorFalloffFloat = 0.0 - [[ - anno::display_name("ColorFalloffFloat"), - anno::ui_order(10), - anno::in_group("Color") - ]], - float4 ColorColor = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("ColorColor"), - anno::ui_order(2), - anno::in_group("Color") - ]], - uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("ColorTex"), - anno::ui_order(3), - anno::in_group("Color"), - sampler_color() - ]], - float4 ColorUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("ColorUVW"), - anno::ui_order(4), - anno::in_group("Color") - ]], - float4 ColorOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("ColorOffset"), - anno::ui_order(5), - anno::in_group("Color") - ]], - float ColorFalloffValue2Type = 0.0 - [[ - anno::display_name("ColorFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Color") - ]], - float ColorFalloffFloat_2 = 0.0 - [[ - anno::display_name("ColorFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Color") - ]], - float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("ColorColor_2"), - anno::ui_order(11), - anno::in_group("Color") - ]], - uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("ColorTex_2"), - anno::ui_order(12), - anno::in_group("Color"), - sampler_color() - ]], - float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("ColorUVW_2"), - anno::ui_order(13), - anno::in_group("Color") - ]], - float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("ColorOffset_2"), - anno::ui_order(14), - anno::in_group("Color") - ]], - float ColorFalloffFreshnelIor = 1.6 - [[ - anno::display_name("ColorFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Color") - ]], - float MetallicIsTexType = 0.0 - [[ - anno::display_name("MetallicIsTexType"), - anno::description("0 is color, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Metallic") - ]], - float MetallicFalloffValue1Type = 0.0 - [[ - anno::display_name("MetallicFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Metallic") - ]], - float MetallicFalloffFloat = 0.0 - [[ - anno::display_name("MetallicFalloffFloat"), - anno::ui_order(8), - anno::in_group("Metallic") - ]], - float MetallicFloat = 0.0 - [[ - anno::display_name("MetallicFloat"), - anno::ui_order(2), - anno::in_group("Metallic") - ]], - uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("MetallicTex"), - anno::ui_order(3), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("MetallicUVW"), - anno::ui_order(4), - anno::in_group("Metallic") - ]], - float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("MetallicOffset"), - anno::ui_order(5), - anno::in_group("Metallic") - ]], - float MetallicFalloffValue2Type = 0.0 - [[ - anno::display_name("MetallicFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Metallic") - ]], - float MetallicFalloffFloat_2 = 0.0 - [[ - anno::display_name("MetallicFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Metallic") - ]], - float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("MetallicColor_2"), - anno::ui_order(11), - anno::in_group("Metallic") - ]], - uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("MetallicTex_2"), - anno::ui_order(12), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("MetallicUVW_2"), - anno::ui_order(13), - anno::in_group("Metallic") - ]], - float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("MetallicOffset_2"), - anno::ui_order(14), - anno::in_group("Metallic") - ]], - float MetallicFalloffFreshnelIor = 1.6 - [[ - anno::display_name("MetallicFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Metallic") - ]], - float SpecularIsTexType = 0.0 - [[ - anno::display_name("SpecularIsTexType"), - anno::description("0 is color, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Specular") - ]], - float SpecularFalloffValue1Type = 0.0 - [[ - anno::display_name("SpecularFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Specular") - ]], - float SpecularFalloffFloat = 0.0 - [[ - anno::display_name("SpecularFalloffFloat"), - anno::ui_order(8), - anno::in_group("Specular") - ]], - float SpecularFloat = 0.0 - [[ - anno::display_name("SpecularFloat"), - anno::ui_order(2), - anno::in_group("Specular") - ]], - uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("SpecularTex"), - anno::ui_order(3), - anno::in_group("Specular"), - sampler_color() - ]], - float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("SpecularUVW"), - anno::ui_order(4), - anno::in_group("Specular") - ]], - float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("SpecularOffset"), - anno::ui_order(5), - anno::in_group("Specular") - ]], - float SpecularFalloffValue2Type = 0.0 - [[ - anno::display_name("SpecularFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Specular") - ]], - float SpecularFalloffFloat_2 = 0.0 - [[ - anno::display_name("SpecularFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Specular") - ]], - float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("SpecularColor_2"), - anno::ui_order(11), - anno::in_group("Specular") - ]], - uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("SpecularTex_2"), - anno::ui_order(12), - anno::in_group("Specular"), - sampler_color() - ]], - float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("SpecularUVW_2"), - anno::ui_order(13), - anno::in_group("Specular") - ]], - float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("SpecularOffset_2"), - anno::ui_order(14), - anno::in_group("Specular") - ]], - float SpecularFalloffFreshnelIor = 1.6 - [[ - anno::display_name("SpecularFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Specular") - ]], - float RoughnessIsTexType = 0.0 - [[ - anno::display_name("RoughnessIsTexType"), - anno::description("0 is color, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Roughness") - ]], - float RoughnessFalloffValue1Type = 0.0 - [[ - anno::display_name("RoughnessFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Roughness") - ]], - float RoughnessFalloffFloat = 0.0 - [[ - anno::display_name("RoughnessFalloffFloat"), - anno::ui_order(8), - anno::in_group("Roughness") - ]], - float RoughnessFloat = 0.0 - [[ - anno::display_name("RoughnessFloat"), - anno::ui_order(2), - anno::in_group("Roughness") - ]], - uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("RoughnessTex"), - anno::ui_order(3), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("RoughnessUVW"), - anno::ui_order(4), - anno::in_group("Roughness") - ]], - float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("RoughnessOffset"), - anno::ui_order(5), - anno::in_group("Roughness") - ]], - float RoughnessFalloffValue2Type = 0.0 - [[ - anno::display_name("RoughnessFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Roughness") - ]], - float RoughnessFalloffFloat_2 = 0.0 - [[ - anno::display_name("RoughnessFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Roughness") - ]], - float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("RoughnessColor_2"), - anno::ui_order(11), - anno::in_group("Roughness") - ]], - uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("RoughnessTex_2"), - anno::ui_order(12), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("RoughnessUVW_2"), - anno::ui_order(13), - anno::in_group("Roughness") - ]], - float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("RoughnessOffset_2"), - anno::ui_order(14), - anno::in_group("Roughness") - ]], - float RoughnessFalloffFreshnelIor = 1.6 - [[ - anno::display_name("RoughnessFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Roughness") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32) - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local370 = ::camera_position(); - 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)); - float3 Local372 = math::normalize(Local371); - float3 Local373 = (Local372 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local373; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); - float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); - float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); - float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); - float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); - float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = math::min(math::max(0.0,0.0),6.0); - float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); - float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); - float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); - float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); - float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); - float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); - float Local8 = (Local6 + Local7); - float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); - float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); - float Local11 = (float2(Local5,Local8).y + Local10); - float2 Local12 = (Local0 + float2(Local9,Local11)); - float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); - float Local14 = math::cos(Local13); - float Local15 = math::sin(Local13); - float Local16 = (Local15 * -1.0); - float Local17 = math::dot(Local12, float2(Local14,Local16)); - float Local18 = math::dot(Local12, float2(Local15,Local14)); - float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); - float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); - float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); - float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); - float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); - float Local24 = (Local23.z + 1.0); - float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); - 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)); - float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); - float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); - float3 Local29 = (Local27 - Local28); - float3 Local30 = math::normalize(Local29); - float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); - - float3 Normal_mdl = Local31; - - float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); - float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); - float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); - float Local35 = (Local33 + Local34); - float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); - float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); - float Local38 = (float2(Local32,Local35).y + Local37); - float2 Local39 = (Local0 + float2(Local36,Local38)); - float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); - float Local41 = math::cos(Local40); - float Local42 = math::sin(Local40); - float Local43 = (Local42 * -1.0); - float Local44 = math::dot(Local39, float2(Local41,Local43)); - float Local45 = math::dot(Local39, float2(Local42,Local41)); - float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); - float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); - float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); - float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); - float Local52 = (Local50 + Local51); - float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); - float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); - float Local55 = (float2(Local49,Local52).y + Local54); - float2 Local56 = (Local0 + float2(Local53,Local55)); - float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); - float Local58 = math::cos(Local57); - float Local59 = math::sin(Local57); - float Local60 = (Local59 * -1.0); - float Local61 = math::dot(Local56, float2(Local58,Local60)); - float Local62 = math::dot(Local56, float2(Local59,Local58)); - float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); - float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); - float Local67 = (1.0 / Local66); - float Local68 = math::max(Local66,Local67); - float Local69 = (Local68 - 1.0); - float Local70 = (Local68 * Local68); - float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); - float Local72 = (Local71 * Local71); - float Local73 = (Local70 + Local72); - float Local74 = (Local73 - 1.0); - float Local75 = math::sqrt(Local74); - float Local76 = (Local75 / Local68); - float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local79 = math::max(Local77,Local78); - float Local80 = (Local71 / Local76); - float Local81 = (Local68 * Local80); - float Local82 = (Local81 - 1.0); - float Local83 = (Local81 + 1.0); - float Local84 = (Local82 / Local83); - float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); - float Local86 = (Local76 / Local71); - float Local87 = (Local68 * Local86); - float Local88 = (Local87 - 1.0); - float Local89 = (Local87 + 1.0); - float Local90 = (Local88 / Local89); - float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); - float Local92 = (Local85 + Local91); - float Local93 = (Local92 * 0.5); - float Local94 = (Local68 + 1.0); - float Local95 = (Local69 / Local94); - float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); - float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); - float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); - float Local99 = math::saturate(Local98); - float3 Local100 = math::lerp(Local48,Local65,Local99); - 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)); - float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); - float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); - float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); - float Local105 = (Local103 + Local104); - float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); - float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); - float Local108 = (float2(Local102,Local105).y + Local107); - float2 Local109 = (Local0 + float2(Local106,Local108)); - float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); - float Local111 = math::cos(Local110); - float Local112 = math::sin(Local110); - float Local113 = (Local112 * -1.0); - float Local114 = math::dot(Local109, float2(Local111,Local113)); - float Local115 = math::dot(Local109, float2(Local112,Local111)); - float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); - float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); - float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); - float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); - float Local122 = (Local120 + Local121); - float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); - float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); - float Local125 = (float2(Local119,Local122).y + Local124); - float2 Local126 = (Local0 + float2(Local123,Local125)); - float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); - float Local128 = math::cos(Local127); - float Local129 = math::sin(Local127); - float Local130 = (Local129 * -1.0); - float Local131 = math::dot(Local126, float2(Local128,Local130)); - float Local132 = math::dot(Local126, float2(Local129,Local128)); - float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); - float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); - float Local137 = (1.0 / Local136); - float Local138 = math::max(Local136,Local137); - float Local139 = (Local138 - 1.0); - float Local140 = (Local138 * Local138); - float Local141 = (Local140 + Local72); - float Local142 = (Local141 - 1.0); - float Local143 = math::sqrt(Local142); - float Local144 = (Local143 / Local138); - float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local146 = math::max(Local145,Local78); - float Local147 = (Local71 / Local144); - float Local148 = (Local138 * Local147); - float Local149 = (Local148 - 1.0); - float Local150 = (Local148 + 1.0); - float Local151 = (Local149 / Local150); - float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); - float Local153 = (Local144 / Local71); - float Local154 = (Local138 * Local153); - float Local155 = (Local154 - 1.0); - float Local156 = (Local154 + 1.0); - float Local157 = (Local155 / Local156); - float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); - float Local159 = (Local152 + Local158); - float Local160 = (Local159 * 0.5); - float Local161 = (Local138 + 1.0); - float Local162 = (Local139 / Local161); - float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); - float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); - float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); - float Local166 = math::saturate(Local165); - float3 Local167 = math::lerp(Local118,Local135,Local166); - 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)); - float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); - float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); - float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); - float Local172 = (Local170 + Local171); - float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); - float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); - float Local175 = (float2(Local169,Local172).y + Local174); - float2 Local176 = (Local0 + float2(Local173,Local175)); - float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); - float Local178 = math::cos(Local177); - float Local179 = math::sin(Local177); - float Local180 = (Local179 * -1.0); - float Local181 = math::dot(Local176, float2(Local178,Local180)); - float Local182 = math::dot(Local176, float2(Local179,Local178)); - float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); - float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); - float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); - float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); - float Local189 = (Local187 + Local188); - float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); - float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); - float Local192 = (float2(Local186,Local189).y + Local191); - float2 Local193 = (Local0 + float2(Local190,Local192)); - float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); - float Local195 = math::cos(Local194); - float Local196 = math::sin(Local194); - float Local197 = (Local196 * -1.0); - float Local198 = math::dot(Local193, float2(Local195,Local197)); - float Local199 = math::dot(Local193, float2(Local196,Local195)); - float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); - float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); - float Local204 = (1.0 / Local203); - float Local205 = math::max(Local203,Local204); - float Local206 = (Local205 - 1.0); - float Local207 = (Local205 * Local205); - float Local208 = (Local207 + Local72); - float Local209 = (Local208 - 1.0); - float Local210 = math::sqrt(Local209); - float Local211 = (Local210 / Local205); - float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local213 = math::max(Local212,Local78); - float Local214 = (Local71 / Local211); - float Local215 = (Local205 * Local214); - float Local216 = (Local215 - 1.0); - float Local217 = (Local215 + 1.0); - float Local218 = (Local216 / Local217); - float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); - float Local220 = (Local211 / Local71); - float Local221 = (Local205 * Local220); - float Local222 = (Local221 - 1.0); - float Local223 = (Local221 + 1.0); - float Local224 = (Local222 / Local223); - float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); - float Local226 = (Local219 + Local225); - float Local227 = (Local226 * 0.5); - float Local228 = (Local205 + 1.0); - float Local229 = (Local206 / Local228); - float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); - float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); - float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); - float Local233 = math::saturate(Local232); - float3 Local234 = math::lerp(Local185,Local202,Local233); - 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)); - float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); - float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); - float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); - float Local239 = (Local237 + Local238); - float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); - float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); - float Local242 = (float2(Local236,Local239).y + Local241); - float2 Local243 = (Local0 + float2(Local240,Local242)); - float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); - float Local245 = math::cos(Local244); - float Local246 = math::sin(Local244); - float Local247 = (Local246 * -1.0); - float Local248 = math::dot(Local243, float2(Local245,Local247)); - float Local249 = math::dot(Local243, float2(Local246,Local245)); - float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); - float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); - float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); - float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); - float Local256 = (Local254 + Local255); - float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); - float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); - float Local259 = (float2(Local253,Local256).y + Local258); - float2 Local260 = (Local0 + float2(Local257,Local259)); - float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); - float Local262 = math::cos(Local261); - float Local263 = math::sin(Local261); - float Local264 = (Local263 * -1.0); - float Local265 = math::dot(Local260, float2(Local262,Local264)); - float Local266 = math::dot(Local260, float2(Local263,Local262)); - float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); - float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); - float Local271 = (1.0 / Local270); - float Local272 = math::max(Local270,Local271); - float Local273 = (Local272 - 1.0); - float Local274 = (Local272 * Local272); - float Local275 = (Local274 + Local72); - float Local276 = (Local275 - 1.0); - float Local277 = math::sqrt(Local276); - float Local278 = (Local277 / Local272); - float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local280 = math::max(Local279,Local78); - float Local281 = (Local71 / Local278); - float Local282 = (Local272 * Local281); - float Local283 = (Local282 - 1.0); - float Local284 = (Local282 + 1.0); - float Local285 = (Local283 / Local284); - float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); - float Local287 = (Local278 / Local71); - float Local288 = (Local272 * Local287); - float Local289 = (Local288 - 1.0); - float Local290 = (Local288 + 1.0); - float Local291 = (Local289 / Local290); - float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); - float Local293 = (Local286 + Local292); - float Local294 = (Local293 * 0.5); - float Local295 = (Local272 + 1.0); - float Local296 = (Local273 / Local295); - float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); - float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); - float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); - float Local300 = math::saturate(Local299); - float3 Local301 = math::lerp(Local252,Local269,Local300); - 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)); - float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); - float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); - float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); - float Local306 = (Local304 + Local305); - float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); - float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); - float Local309 = (float2(Local303,Local306).y + Local308); - float2 Local310 = (Local0 + float2(Local307,Local309)); - float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); - float Local312 = math::cos(Local311); - float Local313 = math::sin(Local311); - float Local314 = (Local313 * -1.0); - float Local315 = math::dot(Local310, float2(Local312,Local314)); - float Local316 = math::dot(Local310, float2(Local313,Local312)); - float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); - float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); - float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); - float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); - float Local323 = (Local321 + Local322); - float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); - float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); - float Local326 = (float2(Local320,Local323).y + Local325); - float2 Local327 = (Local0 + float2(Local324,Local326)); - float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); - float Local329 = math::cos(Local328); - float Local330 = math::sin(Local328); - float Local331 = (Local330 * -1.0); - float Local332 = math::dot(Local327, float2(Local329,Local331)); - float Local333 = math::dot(Local327, float2(Local330,Local329)); - float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); - float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); - float Local338 = (1.0 / Local337); - float Local339 = math::max(Local337,Local338); - float Local340 = (Local339 - 1.0); - float Local341 = (Local339 * Local339); - float Local342 = (Local341 + Local72); - float Local343 = (Local342 - 1.0); - float Local344 = math::sqrt(Local343); - float Local345 = (Local344 / Local339); - float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local347 = math::max(Local346,Local78); - float Local348 = (Local71 / Local345); - float Local349 = (Local339 * Local348); - float Local350 = (Local349 - 1.0); - float Local351 = (Local349 + 1.0); - float Local352 = (Local350 / Local351); - float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); - float Local354 = (Local345 / Local71); - float Local355 = (Local339 * Local354); - float Local356 = (Local355 - 1.0); - float Local357 = (Local355 + 1.0); - float Local358 = (Local356 / Local357); - float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); - float Local360 = (Local353 + Local359); - float Local361 = (Local360 * 0.5); - float Local362 = (Local339 + 1.0); - float Local363 = (Local340 / Local362); - float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); - float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); - float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); - float Local367 = math::saturate(Local366); - float3 Local368 = math::lerp(Local319,Local336,Local367); - 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)); - - float3 EmissiveColor_mdl = Local101; - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = Local168; - float Metallic_mdl = Local235.x; - float Specular_mdl = Local302.x; - float Roughness_mdl = Local369.x; - float SurfaceThickness_mdl = 0.01; - - } in - ::OmniUe4Base( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - two_sided: true); +version https://git-lfs.github.com/spec/v1 +oid sha256:74896c718bcfa3e8e05ad26fcbbf981e95cb734fd7e726252dffc891eb9bcf7d +size 42027 diff --git a/kujiale_0066/Materials/M_TranslucentMaterial.mdl b/kujiale_0066/Materials/M_TranslucentMaterial.mdl index 0452d78794ea94cb1040fdf3244e688785b52118..c26c5ac9620eab1689281bcdccb3311f3c621986 100644 --- a/kujiale_0066/Materials/M_TranslucentMaterial.mdl +++ b/kujiale_0066/Materials/M_TranslucentMaterial.mdl @@ -1,313 +1,3 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -import ::scene::*; -using .::OmniUe4Function import *; -using .::OmniUe4Translucent import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material M_TranslucentMaterial( - float IsNormalTex = 0.0 - [[ - anno::display_name("IsNormalTex"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) - [[ - anno::display_name("Normal_Tex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Normal_UVA"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissiveIntensity = 0.0 - [[ - anno::display_name("EmissiveIntensity"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsEmissiveTex = 0.0 - [[ - anno::display_name("IsEmissiveTex"), - anno::in_group("EmissiveColor") - ]], - float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Emissive_Color"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Emissive_Tex"), - anno::ui_order(32), - anno::in_group("EmissiveColor"), - sampler_color() - ]], - float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Emissive_UVA"), - anno::ui_order(32), - anno::in_group("EmissiveColor") - ]], - float IsBaseColorTex = 0.0 - [[ - anno::display_name("IsBaseColorTex"), - anno::in_group("BaseColor") - ]], - float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("BaseColor_Color"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("BaseColor_Tex"), - anno::ui_order(32), - anno::in_group("BaseColor"), - sampler_color() - ]], - float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("BaseColor_UVA"), - anno::ui_order(32), - anno::in_group("BaseColor") - ]], - float IsMetallicTex = 0.0 - [[ - anno::display_name("IsMetallicTex"), - anno::in_group("Metallic") - ]], - float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("Metallic_Color"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Metallic_Tex"), - anno::ui_order(32), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Metallic_UVA"), - anno::ui_order(32), - anno::in_group("Metallic") - ]], - float IsSpecularTex = 0.0 - [[ - anno::display_name("IsSpecularTex"), - anno::in_group("Specular") - ]], - float4 Specular_Color = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("Specular_Color"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Specular_Tex"), - anno::ui_order(32), - anno::in_group("Specular"), - sampler_color() - ]], - float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Specular_UVA"), - anno::ui_order(32), - anno::in_group("Specular") - ]], - float IsGlossTex = 0.0 - [[ - anno::display_name("IsGlossTex"), - anno::in_group("Roughness") - ]], - float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) - [[ - anno::display_name("Gloss_Color"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("Gloss_Tex"), - anno::ui_order(32), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) - [[ - anno::display_name("Gloss_UVA"), - anno::ui_order(32), - anno::in_group("Roughness") - ]], - float Opacity = 0.5 - [[ - anno::display_name("Opacity"), - anno::ui_order(32), - anno::in_group("Translucent") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32), - anno::in_group("WorldPosition") - ]], - uniform float SwitchRefraction = 0.0 - [[ - anno::display_name("SwitchRefraction"), - anno::ui_order(32), - anno::in_group("Refraction") - ]], - uniform float FresnelB = 1.517 - [[ - anno::display_name("FresnelB"), - anno::ui_order(32), - anno::in_group("Refraction") - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local82 = ::camera_position(); - 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)); - float3 Local84 = math::normalize(Local83); - float3 Local85 = (Local84 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local85; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); - float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); - float2 Local3 = (Local0 + float2(Local1,Local2)); - float Local4 = (3.141592 * -2.0); - float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); - float Local6 = (Local5 * 6.283185); - float Local7 = math::cos(Local6); - float Local8 = math::sin(Local6); - float Local9 = (Local8 * -1.0); - float Local10 = math::dot(Local3, float2(Local7,Local9)); - float Local11 = math::dot(Local3, float2(Local8,Local7)); - float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); - float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); - - float3 Normal_mdl = Local14; - - float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); - float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); - float2 Local17 = (Local0 + float2(Local15,Local16)); - float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); - float Local19 = (Local18 * 6.283185); - float Local20 = math::cos(Local19); - float Local21 = math::sin(Local19); - float Local22 = (Local21 * -1.0); - float Local23 = math::dot(Local17, float2(Local20,Local22)); - float Local24 = math::dot(Local17, float2(Local21,Local20)); - float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); - float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float3 Local28 = (EmissiveIntensity * Local27); - float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); - float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); - float2 Local31 = (Local0 + float2(Local29,Local30)); - float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); - float Local33 = (Local32 * 6.283185); - float Local34 = math::cos(Local33); - float Local35 = math::sin(Local33); - float Local36 = (Local35 * -1.0); - float Local37 = math::dot(Local31, float2(Local34,Local36)); - float Local38 = math::dot(Local31, float2(Local35,Local34)); - float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); - float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); - float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); - float2 Local44 = (Local0 + float2(Local42,Local43)); - float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); - float Local46 = (Local45 * 6.283185); - float Local47 = math::cos(Local46); - float Local48 = math::sin(Local46); - float Local49 = (Local48 * -1.0); - float Local50 = math::dot(Local44, float2(Local47,Local49)); - float Local51 = math::dot(Local44, float2(Local48,Local47)); - float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); - float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); - float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); - float2 Local57 = (Local0 + float2(Local55,Local56)); - float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); - float Local59 = (Local58 * 6.283185); - float Local60 = math::cos(Local59); - float Local61 = math::sin(Local59); - float Local62 = (Local61 * -1.0); - float Local63 = math::dot(Local57, float2(Local60,Local62)); - float Local64 = math::dot(Local57, float2(Local61,Local60)); - float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); - float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); - float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); - float2 Local70 = (Local0 + float2(Local68,Local69)); - float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); - float Local72 = (Local71 * 6.283185); - float Local73 = math::cos(Local72); - float Local74 = math::sin(Local72); - float Local75 = (Local74 * -1.0); - float Local76 = math::dot(Local70, float2(Local73,Local75)); - float Local77 = math::dot(Local70, float2(Local74,Local73)); - float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); - float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float3 Local81 = (1.0 - Local80); - float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); - - float3 EmissiveColor_mdl = Local28; - float Opacity_mdl = Opacity; - float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; - float3 BaseColor_mdl = Local41; - float Metallic_mdl = Local54.x; - float Specular_mdl = Local67.x; - float Roughness_mdl = Local81.x; - float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); - float SurfaceThickness_mdl = 0.01; - - } in - ::OmniUe4Translucent( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: Opacity_mdl, - opacity_mask: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - refraction: Refraction_mdl.x, - two_sided: false); +version https://git-lfs.github.com/spec/v1 +oid sha256:96a442f5c971d0b5b817a88a0096170ef61bd9e98bc7931539e8a8ce8c13950b +size 12276 diff --git a/kujiale_0066/Materials/M_TranslucentMaterial_v2.mdl b/kujiale_0066/Materials/M_TranslucentMaterial_v2.mdl index 6cef6519dd94a7d9f305169cecdb1d5512581737..5e5fb33b8490828d0d5353e3e142e41b2f149b5d 100644 --- a/kujiale_0066/Materials/M_TranslucentMaterial_v2.mdl +++ b/kujiale_0066/Materials/M_TranslucentMaterial_v2.mdl @@ -1,1073 +1,3 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -import ::scene::*; -using .::OmniUe4Function import *; -using .::OmniUe4Translucent import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material M_TranslucentMaterial_v2( - float IsNormal = 0.0 - [[ - anno::display_name("IsNormal"), - anno::ui_order(32) - ]], - float IsFlip = 0.0 - [[ - anno::display_name("IsFlip"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) - [[ - anno::display_name("NormalTex"), - anno::ui_order(32), - anno::in_group("Normal"), - sampler_normal() - ]], - float4 NormalUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("NormalUVW"), - anno::ui_order(4), - anno::in_group("Normal") - ]], - float4 NormalOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("NormalOffset"), - anno::ui_order(5), - anno::in_group("Normal") - ]], - float NormalIntensity = 0.0 - [[ - anno::display_name("NormalIntensity"), - anno::ui_order(32), - anno::in_group("Normal") - ]], - float EmissionIsTexType = 0.0 - [[ - anno::display_name("EmissionIsTexType"), - anno::description("0 is color, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Emission") - ]], - float EmissionFalloffValue1Type = 0.0 - [[ - anno::display_name("EmissionFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Emission") - ]], - float EmissionFalloffFloat = 0.0 - [[ - anno::display_name("EmissionFalloffFloat"), - anno::ui_order(8), - anno::in_group("Emission") - ]], - float4 EmissionColor = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("EmissionColor"), - anno::ui_order(2), - anno::in_group("Emission") - ]], - uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("EmissionTex"), - anno::ui_order(3), - anno::in_group("Emission"), - sampler_color() - ]], - float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("EmissionUVW"), - anno::ui_order(4), - anno::in_group("Emission") - ]], - float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("EmissionOffset"), - anno::ui_order(5), - anno::in_group("Emission") - ]], - float EmissionFalloffValue2Type = 0.0 - [[ - anno::display_name("EmissionFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Emission") - ]], - float EmissionFalloffFloat_2 = 0.0 - [[ - anno::display_name("EmissionFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Emission") - ]], - float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("EmissionColor_2"), - anno::ui_order(11), - anno::in_group("Emission") - ]], - uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("EmissionTex_2"), - anno::ui_order(12), - anno::in_group("Emission"), - sampler_color() - ]], - float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("EmissionUVW_2"), - anno::ui_order(13), - anno::in_group("Emission") - ]], - float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("EmissionOffset_2"), - anno::ui_order(14), - anno::in_group("Emission") - ]], - float EmissionFalloffFreshnelIor = 1.6 - [[ - anno::display_name("EmissionFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Emission") - ]], - float ColorIsTexType = 0.0 - [[ - anno::display_name("ColorIsTexType"), - anno::description("0 is color, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Color") - ]], - float ColorFalloffValue1Type = 0.0 - [[ - anno::display_name("ColorFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Color") - ]], - float ColorFalloffFloat = 0.0 - [[ - anno::display_name("ColorFalloffFloat"), - anno::ui_order(10), - anno::in_group("Color") - ]], - float4 ColorColor = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("ColorColor"), - anno::ui_order(2), - anno::in_group("Color") - ]], - uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("ColorTex"), - anno::ui_order(3), - anno::in_group("Color"), - sampler_color() - ]], - float4 ColorUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("ColorUVW"), - anno::ui_order(4), - anno::in_group("Color") - ]], - float4 ColorOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("ColorOffset"), - anno::ui_order(5), - anno::in_group("Color") - ]], - float ColorFalloffValue2Type = 0.0 - [[ - anno::display_name("ColorFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Color") - ]], - float ColorFalloffFloat_2 = 0.0 - [[ - anno::display_name("ColorFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Color") - ]], - float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("ColorColor_2"), - anno::ui_order(11), - anno::in_group("Color") - ]], - uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("ColorTex_2"), - anno::ui_order(12), - anno::in_group("Color"), - sampler_color() - ]], - float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("ColorUVW_2"), - anno::ui_order(13), - anno::in_group("Color") - ]], - float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("ColorOffset_2"), - anno::ui_order(14), - anno::in_group("Color") - ]], - float ColorFalloffFreshnelIor = 1.6 - [[ - anno::display_name("ColorFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Color") - ]], - float MetallicIsTexType = 0.0 - [[ - anno::display_name("MetallicIsTexType"), - anno::description("0 is color, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Metallic") - ]], - float MetallicFalloffValue1Type = 0.0 - [[ - anno::display_name("MetallicFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Metallic") - ]], - float MetallicFalloffFloat = 0.0 - [[ - anno::display_name("MetallicFalloffFloat"), - anno::ui_order(8), - anno::in_group("Metallic") - ]], - float MetallicFloat = 0.0 - [[ - anno::display_name("MetallicFloat"), - anno::ui_order(2), - anno::in_group("Metallic") - ]], - uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("MetallicTex"), - anno::ui_order(3), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("MetallicUVW"), - anno::ui_order(4), - anno::in_group("Metallic") - ]], - float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("MetallicOffset"), - anno::ui_order(5), - anno::in_group("Metallic") - ]], - float MetallicFalloffValue2Type = 0.0 - [[ - anno::display_name("MetallicFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Metallic") - ]], - float MetallicFalloffFloat_2 = 0.0 - [[ - anno::display_name("MetallicFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Metallic") - ]], - float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("MetallicColor_2"), - anno::ui_order(11), - anno::in_group("Metallic") - ]], - uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("MetallicTex_2"), - anno::ui_order(12), - anno::in_group("Metallic"), - sampler_color() - ]], - float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("MetallicUVW_2"), - anno::ui_order(13), - anno::in_group("Metallic") - ]], - float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("MetallicOffset_2"), - anno::ui_order(14), - anno::in_group("Metallic") - ]], - float MetallicFalloffFreshnelIor = 1.6 - [[ - anno::display_name("MetallicFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Metallic") - ]], - float SpecularIsTexType = 0.0 - [[ - anno::display_name("SpecularIsTexType"), - anno::description("0 is color, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Specular") - ]], - float SpecularFalloffValue1Type = 0.0 - [[ - anno::display_name("SpecularFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Specular") - ]], - float SpecularFalloffFloat = 0.0 - [[ - anno::display_name("SpecularFalloffFloat"), - anno::ui_order(8), - anno::in_group("Specular") - ]], - float SpecularFloat = 0.0 - [[ - anno::display_name("SpecularFloat"), - anno::ui_order(2), - anno::in_group("Specular") - ]], - uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("SpecularTex"), - anno::ui_order(3), - anno::in_group("Specular"), - sampler_color() - ]], - float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("SpecularUVW"), - anno::ui_order(4), - anno::in_group("Specular") - ]], - float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("SpecularOffset"), - anno::ui_order(5), - anno::in_group("Specular") - ]], - float SpecularFalloffValue2Type = 0.0 - [[ - anno::display_name("SpecularFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Specular") - ]], - float SpecularFalloffFloat_2 = 0.0 - [[ - anno::display_name("SpecularFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Specular") - ]], - float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("SpecularColor_2"), - anno::ui_order(11), - anno::in_group("Specular") - ]], - uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("SpecularTex_2"), - anno::ui_order(12), - anno::in_group("Specular"), - sampler_color() - ]], - float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("SpecularUVW_2"), - anno::ui_order(13), - anno::in_group("Specular") - ]], - float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("SpecularOffset_2"), - anno::ui_order(14), - anno::in_group("Specular") - ]], - float SpecularFalloffFreshnelIor = 1.6 - [[ - anno::display_name("SpecularFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Specular") - ]], - float RoughnessIsTexType = 0.0 - [[ - anno::display_name("RoughnessIsTexType"), - anno::description("0 is color, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Roughness") - ]], - float RoughnessFalloffValue1Type = 0.0 - [[ - anno::display_name("RoughnessFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Roughness") - ]], - float RoughnessFalloffFloat = 0.0 - [[ - anno::display_name("RoughnessFalloffFloat"), - anno::ui_order(8), - anno::in_group("Roughness") - ]], - float RoughnessFloat = 0.0 - [[ - anno::display_name("RoughnessFloat"), - anno::ui_order(2), - anno::in_group("Roughness") - ]], - uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("RoughnessTex"), - anno::ui_order(3), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("RoughnessUVW"), - anno::ui_order(4), - anno::in_group("Roughness") - ]], - float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("RoughnessOffset"), - anno::ui_order(5), - anno::in_group("Roughness") - ]], - float RoughnessFalloffValue2Type = 0.0 - [[ - anno::display_name("RoughnessFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Roughness") - ]], - float RoughnessFalloffFloat_2 = 0.0 - [[ - anno::display_name("RoughnessFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Roughness") - ]], - float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("RoughnessColor_2"), - anno::ui_order(11), - anno::in_group("Roughness") - ]], - uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("RoughnessTex_2"), - anno::ui_order(12), - anno::in_group("Roughness"), - sampler_color() - ]], - float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("RoughnessUVW_2"), - anno::ui_order(13), - anno::in_group("Roughness") - ]], - float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("RoughnessOffset_2"), - anno::ui_order(14), - anno::in_group("Roughness") - ]], - float RoughnessFalloffFreshnelIor = 1.6 - [[ - anno::display_name("RoughnessFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Roughness") - ]], - float OpacityIsTexType = 0.0 - [[ - anno::display_name("OpacityIsTexType"), - anno::description("0 is float, 1 is tex, 2 is falloff -"), - anno::ui_order(1), - anno::in_group("Opacity") - ]], - float OpacityFalloffValue1Type = 0.0 - [[ - anno::display_name("OpacityFalloffValue1Type"), - anno::ui_order(7), - anno::in_group("Opacity") - ]], - float OpacityFalloffFloat = 0.0 - [[ - anno::display_name("OpacityFalloffFloat"), - anno::ui_order(8), - anno::in_group("Opacity") - ]], - float OpacityFloat = 0.0 - [[ - anno::display_name("OpacityFloat"), - anno::ui_order(2), - anno::in_group("Opacity") - ]], - uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("OpacityTex"), - anno::ui_order(3), - anno::in_group("Opacity"), - sampler_color() - ]], - float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("OpacityUVW"), - anno::ui_order(4), - anno::in_group("Opacity") - ]], - float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("OpacityOffset"), - anno::ui_order(5), - anno::in_group("Opacity") - ]], - float OpacityFalloffValue2Type = 0.0 - [[ - anno::display_name("OpacityFalloffValue2Type"), - anno::ui_order(9), - anno::in_group("Opacity") - ]], - float OpacityFalloffFloat_2 = 0.0 - [[ - anno::display_name("OpacityFalloffFloat_2"), - anno::ui_order(10), - anno::in_group("Opacity") - ]], - float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) - [[ - anno::display_name("OpacityColor_2"), - anno::ui_order(11), - anno::in_group("Opacity") - ]], - uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) - [[ - anno::display_name("OpacityTex_2"), - anno::ui_order(12), - anno::in_group("Opacity"), - sampler_color() - ]], - float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) - [[ - anno::display_name("OpacityUVW_2"), - anno::ui_order(13), - anno::in_group("Opacity") - ]], - float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) - [[ - anno::display_name("OpacityOffset_2"), - anno::ui_order(14), - anno::in_group("Opacity") - ]], - float OpacityFalloffFreshnelIor = 1.6 - [[ - anno::display_name("OpacityFalloffFreshnelIor"), - anno::ui_order(6), - anno::in_group("Opacity") - ]], - float PolygonOffset = 0.0 - [[ - anno::display_name("PolygonOffset"), - anno::ui_order(32) - ]], - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 Local437 = ::camera_position(); - 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)); - float3 Local439 = math::normalize(Local438); - float3 Local440 = (Local439 * PolygonOffset); - - float3 WorldPositionOffset_mdl = Local440; - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); - float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); - float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); - float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); - float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); - float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); - - float2 Local0 = (float2(0.5,0.5) * -1.0); - float Local1 = math::min(math::max(0.0,0.0),6.0); - float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); - float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); - float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); - float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); - float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); - float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); - float Local8 = (Local6 + Local7); - float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); - float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); - float Local11 = (float2(Local5,Local8).y + Local10); - float2 Local12 = (Local0 + float2(Local9,Local11)); - float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); - float Local14 = math::cos(Local13); - float Local15 = math::sin(Local13); - float Local16 = (Local15 * -1.0); - float Local17 = math::dot(Local12, float2(Local14,Local16)); - float Local18 = math::dot(Local12, float2(Local15,Local14)); - float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); - float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); - float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); - float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); - float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); - float Local24 = (Local23.z + 1.0); - float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); - 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)); - float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); - float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); - float3 Local29 = (Local27 - Local28); - float3 Local30 = math::normalize(Local29); - float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); - - float3 Normal_mdl = Local31; - - float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); - float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); - float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); - float Local35 = (Local33 + Local34); - float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); - float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); - float Local38 = (float2(Local32,Local35).y + Local37); - float2 Local39 = (Local0 + float2(Local36,Local38)); - float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); - float Local41 = math::cos(Local40); - float Local42 = math::sin(Local40); - float Local43 = (Local42 * -1.0); - float Local44 = math::dot(Local39, float2(Local41,Local43)); - float Local45 = math::dot(Local39, float2(Local42,Local41)); - float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); - float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); - float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); - float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); - float Local52 = (Local50 + Local51); - float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); - float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); - float Local55 = (float2(Local49,Local52).y + Local54); - float2 Local56 = (Local0 + float2(Local53,Local55)); - float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); - float Local58 = math::cos(Local57); - float Local59 = math::sin(Local57); - float Local60 = (Local59 * -1.0); - float Local61 = math::dot(Local56, float2(Local58,Local60)); - float Local62 = math::dot(Local56, float2(Local59,Local58)); - float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); - float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); - float Local67 = (1.0 / Local66); - float Local68 = math::max(Local66,Local67); - float Local69 = (Local68 - 1.0); - float Local70 = (Local68 * Local68); - float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); - float Local72 = (Local71 * Local71); - float Local73 = (Local70 + Local72); - float Local74 = (Local73 - 1.0); - float Local75 = math::sqrt(Local74); - float Local76 = (Local75 / Local68); - float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local79 = math::max(Local77,Local78); - float Local80 = (Local71 / Local76); - float Local81 = (Local68 * Local80); - float Local82 = (Local81 - 1.0); - float Local83 = (Local81 + 1.0); - float Local84 = (Local82 / Local83); - float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); - float Local86 = (Local76 / Local71); - float Local87 = (Local68 * Local86); - float Local88 = (Local87 - 1.0); - float Local89 = (Local87 + 1.0); - float Local90 = (Local88 / Local89); - float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); - float Local92 = (Local85 + Local91); - float Local93 = (Local92 * 0.5); - float Local94 = (Local68 + 1.0); - float Local95 = (Local69 / Local94); - float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); - float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); - float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); - float Local99 = math::saturate(Local98); - float3 Local100 = math::lerp(Local48,Local65,Local99); - 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)); - float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); - float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); - float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); - float Local105 = (Local103 + Local104); - float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); - float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); - float Local108 = (float2(Local102,Local105).y + Local107); - float2 Local109 = (Local0 + float2(Local106,Local108)); - float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); - float Local111 = math::cos(Local110); - float Local112 = math::sin(Local110); - float Local113 = (Local112 * -1.0); - float Local114 = math::dot(Local109, float2(Local111,Local113)); - float Local115 = math::dot(Local109, float2(Local112,Local111)); - float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); - float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); - float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); - float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); - float Local122 = (Local120 + Local121); - float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); - float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); - float Local125 = (float2(Local119,Local122).y + Local124); - float2 Local126 = (Local0 + float2(Local123,Local125)); - float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); - float Local128 = math::cos(Local127); - float Local129 = math::sin(Local127); - float Local130 = (Local129 * -1.0); - float Local131 = math::dot(Local126, float2(Local128,Local130)); - float Local132 = math::dot(Local126, float2(Local129,Local128)); - float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); - float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); - float Local137 = (1.0 / Local136); - float Local138 = math::max(Local136,Local137); - float Local139 = (Local138 - 1.0); - float Local140 = (Local138 * Local138); - float Local141 = (Local140 + Local72); - float Local142 = (Local141 - 1.0); - float Local143 = math::sqrt(Local142); - float Local144 = (Local143 / Local138); - float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local146 = math::max(Local145,Local78); - float Local147 = (Local71 / Local144); - float Local148 = (Local138 * Local147); - float Local149 = (Local148 - 1.0); - float Local150 = (Local148 + 1.0); - float Local151 = (Local149 / Local150); - float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); - float Local153 = (Local144 / Local71); - float Local154 = (Local138 * Local153); - float Local155 = (Local154 - 1.0); - float Local156 = (Local154 + 1.0); - float Local157 = (Local155 / Local156); - float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); - float Local159 = (Local152 + Local158); - float Local160 = (Local159 * 0.5); - float Local161 = (Local138 + 1.0); - float Local162 = (Local139 / Local161); - float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); - float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); - float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); - float Local166 = math::saturate(Local165); - float3 Local167 = math::lerp(Local118,Local135,Local166); - 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)); - float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); - float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); - float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); - float Local172 = (Local170 + Local171); - float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); - float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); - float Local175 = (float2(Local169,Local172).y + Local174); - float2 Local176 = (Local0 + float2(Local173,Local175)); - float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); - float Local178 = math::cos(Local177); - float Local179 = math::sin(Local177); - float Local180 = (Local179 * -1.0); - float Local181 = math::dot(Local176, float2(Local178,Local180)); - float Local182 = math::dot(Local176, float2(Local179,Local178)); - float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); - float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); - float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); - float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); - float Local189 = (Local187 + Local188); - float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); - float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); - float Local192 = (float2(Local186,Local189).y + Local191); - float2 Local193 = (Local0 + float2(Local190,Local192)); - float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); - float Local195 = math::cos(Local194); - float Local196 = math::sin(Local194); - float Local197 = (Local196 * -1.0); - float Local198 = math::dot(Local193, float2(Local195,Local197)); - float Local199 = math::dot(Local193, float2(Local196,Local195)); - float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); - float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); - float Local204 = (1.0 / Local203); - float Local205 = math::max(Local203,Local204); - float Local206 = (Local205 - 1.0); - float Local207 = (Local205 * Local205); - float Local208 = (Local207 + Local72); - float Local209 = (Local208 - 1.0); - float Local210 = math::sqrt(Local209); - float Local211 = (Local210 / Local205); - float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local213 = math::max(Local212,Local78); - float Local214 = (Local71 / Local211); - float Local215 = (Local205 * Local214); - float Local216 = (Local215 - 1.0); - float Local217 = (Local215 + 1.0); - float Local218 = (Local216 / Local217); - float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); - float Local220 = (Local211 / Local71); - float Local221 = (Local205 * Local220); - float Local222 = (Local221 - 1.0); - float Local223 = (Local221 + 1.0); - float Local224 = (Local222 / Local223); - float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); - float Local226 = (Local219 + Local225); - float Local227 = (Local226 * 0.5); - float Local228 = (Local205 + 1.0); - float Local229 = (Local206 / Local228); - float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); - float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); - float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); - float Local233 = math::saturate(Local232); - float3 Local234 = math::lerp(Local185,Local202,Local233); - 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)); - float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); - float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); - float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); - float Local239 = (Local237 + Local238); - float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); - float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); - float Local242 = (float2(Local236,Local239).y + Local241); - float2 Local243 = (Local0 + float2(Local240,Local242)); - float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); - float Local245 = math::cos(Local244); - float Local246 = math::sin(Local244); - float Local247 = (Local246 * -1.0); - float Local248 = math::dot(Local243, float2(Local245,Local247)); - float Local249 = math::dot(Local243, float2(Local246,Local245)); - float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); - float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); - float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); - float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); - float Local256 = (Local254 + Local255); - float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); - float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); - float Local259 = (float2(Local253,Local256).y + Local258); - float2 Local260 = (Local0 + float2(Local257,Local259)); - float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); - float Local262 = math::cos(Local261); - float Local263 = math::sin(Local261); - float Local264 = (Local263 * -1.0); - float Local265 = math::dot(Local260, float2(Local262,Local264)); - float Local266 = math::dot(Local260, float2(Local263,Local262)); - float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); - float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); - float Local271 = (1.0 / Local270); - float Local272 = math::max(Local270,Local271); - float Local273 = (Local272 - 1.0); - float Local274 = (Local272 * Local272); - float Local275 = (Local274 + Local72); - float Local276 = (Local275 - 1.0); - float Local277 = math::sqrt(Local276); - float Local278 = (Local277 / Local272); - float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local280 = math::max(Local279,Local78); - float Local281 = (Local71 / Local278); - float Local282 = (Local272 * Local281); - float Local283 = (Local282 - 1.0); - float Local284 = (Local282 + 1.0); - float Local285 = (Local283 / Local284); - float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); - float Local287 = (Local278 / Local71); - float Local288 = (Local272 * Local287); - float Local289 = (Local288 - 1.0); - float Local290 = (Local288 + 1.0); - float Local291 = (Local289 / Local290); - float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); - float Local293 = (Local286 + Local292); - float Local294 = (Local293 * 0.5); - float Local295 = (Local272 + 1.0); - float Local296 = (Local273 / Local295); - float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); - float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); - float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); - float Local300 = math::saturate(Local299); - float3 Local301 = math::lerp(Local252,Local269,Local300); - 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)); - float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); - float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); - float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); - float Local306 = (Local304 + Local305); - float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); - float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); - float Local309 = (float2(Local303,Local306).y + Local308); - float2 Local310 = (Local0 + float2(Local307,Local309)); - float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); - float Local312 = math::cos(Local311); - float Local313 = math::sin(Local311); - float Local314 = (Local313 * -1.0); - float Local315 = math::dot(Local310, float2(Local312,Local314)); - float Local316 = math::dot(Local310, float2(Local313,Local312)); - float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); - float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); - float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); - float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); - float Local323 = (Local321 + Local322); - float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); - float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); - float Local326 = (float2(Local320,Local323).y + Local325); - float2 Local327 = (Local0 + float2(Local324,Local326)); - float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); - float Local329 = math::cos(Local328); - float Local330 = math::sin(Local328); - float Local331 = (Local330 * -1.0); - float Local332 = math::dot(Local327, float2(Local329,Local331)); - float Local333 = math::dot(Local327, float2(Local330,Local329)); - float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); - float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); - float Local338 = (1.0 / Local337); - float Local339 = math::max(Local337,Local338); - float Local340 = (Local339 - 1.0); - float Local341 = (Local339 * Local339); - float Local342 = (Local341 + Local72); - float Local343 = (Local342 - 1.0); - float Local344 = math::sqrt(Local343); - float Local345 = (Local344 / Local339); - float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local347 = math::max(Local346,Local78); - float Local348 = (Local71 / Local345); - float Local349 = (Local339 * Local348); - float Local350 = (Local349 - 1.0); - float Local351 = (Local349 + 1.0); - float Local352 = (Local350 / Local351); - float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); - float Local354 = (Local345 / Local71); - float Local355 = (Local339 * Local354); - float Local356 = (Local355 - 1.0); - float Local357 = (Local355 + 1.0); - float Local358 = (Local356 / Local357); - float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); - float Local360 = (Local353 + Local359); - float Local361 = (Local360 * 0.5); - float Local362 = (Local339 + 1.0); - float Local363 = (Local340 / Local362); - float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); - float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); - float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); - float Local367 = math::saturate(Local366); - float3 Local368 = math::lerp(Local319,Local336,Local367); - 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)); - float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); - float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); - float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); - float Local373 = (Local371 + Local372); - float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); - float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); - float Local376 = (float2(Local370,Local373).y + Local375); - float2 Local377 = (Local0 + float2(Local374,Local376)); - float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); - float Local379 = math::cos(Local378); - float Local380 = math::sin(Local378); - float Local381 = (Local380 * -1.0); - float Local382 = math::dot(Local377, float2(Local379,Local381)); - float Local383 = math::dot(Local377, float2(Local380,Local379)); - float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); - float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); - float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); - float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); - float Local390 = (Local388 + Local389); - float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); - float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); - float Local393 = (float2(Local387,Local390).y + Local392); - float2 Local394 = (Local0 + float2(Local391,Local393)); - float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); - float Local396 = math::cos(Local395); - float Local397 = math::sin(Local395); - float Local398 = (Local397 * -1.0); - float Local399 = math::dot(Local394, float2(Local396,Local398)); - float Local400 = math::dot(Local394, float2(Local397,Local396)); - float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); - float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); - 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)); - float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); - float Local405 = (1.0 / Local404); - float Local406 = math::max(Local404,Local405); - float Local407 = (Local406 - 1.0); - float Local408 = (Local406 * Local406); - float Local409 = (Local408 + Local72); - float Local410 = (Local409 - 1.0); - float Local411 = math::sqrt(Local410); - float Local412 = (Local411 / Local406); - float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); - float Local414 = math::max(Local413,Local78); - float Local415 = (Local71 / Local412); - float Local416 = (Local406 * Local415); - float Local417 = (Local416 - 1.0); - float Local418 = (Local416 + 1.0); - float Local419 = (Local417 / Local418); - float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); - float Local421 = (Local412 / Local71); - float Local422 = (Local406 * Local421); - float Local423 = (Local422 - 1.0); - float Local424 = (Local422 + 1.0); - float Local425 = (Local423 / Local424); - float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); - float Local427 = (Local420 + Local426); - float Local428 = (Local427 * 0.5); - float Local429 = (Local406 + 1.0); - float Local430 = (Local407 / Local429); - float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); - float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); - float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); - float Local434 = math::saturate(Local433); - float3 Local435 = math::lerp(Local386,Local403,Local434); - 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)); - - float3 EmissiveColor_mdl = Local101; - float Opacity_mdl = Local436.x; - float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; - float3 BaseColor_mdl = Local168; - float Metallic_mdl = Local235.x; - float Specular_mdl = Local302.x; - float Roughness_mdl = Local369.x; - float3 Refraction_mdl = 1.491; - float SurfaceThickness_mdl = 0.01; - - } in - ::OmniUe4Translucent( - base_color: BaseColor_mdl, - metallic: Metallic_mdl, - roughness: Roughness_mdl, - specular: Specular_mdl, - normal: Normal_mdl, - opacity: Opacity_mdl, - opacity_mask: OpacityMask_mdl, - emissive_color: EmissiveColor_mdl, - displacement: WorldPositionOffset_mdl, - refraction: Refraction_mdl.x, - two_sided: false); +version https://git-lfs.github.com/spec/v1 +oid sha256:52550b88b92f94aea74065dea9caf2ae06362ac5716e7a6b9553ce538b4333a3 +size 49353 diff --git a/kujiale_0066/Materials/OmniUe4Base.mdl b/kujiale_0066/Materials/OmniUe4Base.mdl index a441fbaf28040302c7aaabfbcf14b24a85bdf643..da750c22a09245f34c40c6f64c331288a4f8c17b 100644 --- a/kujiale_0066/Materials/OmniUe4Base.mdl +++ b/kujiale_0066/Materials/OmniUe4Base.mdl @@ -1,224 +1,3 @@ -/*************************************************************************************************** - * Copyright 2020 NVIDIA Corporation. All rights reserved. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions - * are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of NVIDIA CORPORATION nor the names of its - * contributors may be used to endorse or promote products derived - * from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE - * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR - * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY - * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE - * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - **************************************************************************************************/ - -//* 1.0.0 - first version -//* 1.0.1 - merge unlit template -//* 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 -//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed -//* 1.0.4 - using absolute import paths when importing standard modules - -mdl 1.3; - -import ::df::*; -import ::state::*; -import ::math::*; -import ::tex::*; -import ::anno::*; - -float emissive_multiplier() -[[ - anno::description("the multiplier to convert UE4 emissive to raw data"), - anno::noinline() -]] -{ - return 20.0f * 128.0f; -} - -float3 tangent_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in tangent space"), - anno::noinline() -]] -{ - return math::normalize( - tangent_u * normal.x - /* flip_tangent_v */ - tangent_v * normal.y + - state::normal() * (normal.z)); -} - -float3 world_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in world space"), - anno::noinline() -]] -{ - return tangent_space_normal( - math::normalize( - normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - - normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + - normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), - tangent_u, - tangent_v - ); -} - -export material OmniUe4Base( - float3 base_color = float3(0.0, 0.0, 0.0), - float metallic = 0.0, - float roughness = 0.5, - float specular = 0.5, - float3 normal = float3(0.0,0.0,1.0), - float clearcoat_weight = 0.0, - float clearcoat_roughness = 0.0, - float3 clearcoat_normal = float3(0.0,0.0,1.0), - uniform bool enable_opacity = true, - float opacity = 1.0, - float3 emissive_color = float3(0.0, 0.0, 0.0), - float3 displacement = float3(0.0), - uniform bool is_tangent_space_normal = true, - uniform bool two_sided = false, - uniform bool is_unlit = false -) -[[ - anno::display_name("Omni UE4 Base"), - anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), - anno::version( 1, 0, 0), - anno::author("NVIDIA CORPORATION"), - anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) -]] - = let { - color final_base_color = math::saturate(base_color); - float final_metallic = math::saturate(metallic); - float final_roughness = math::saturate(roughness); - float final_specular = math::saturate(specular); - color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ - float final_clearcoat_weight = math::saturate(clearcoat_weight); - float final_clearcoat_roughness = math::saturate(clearcoat_roughness); - float3 final_normal = math::normalize(normal); - float3 final_clearcoat_normal = math::normalize(clearcoat_normal); - - // - compute final roughness by squaring the "roughness" parameter - float alpha = final_roughness * final_roughness; - // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering - float grazing_refl = math::max((1.0 - final_roughness), 0.0); - - float3 the_normal = is_unlit ? state::normal() : - (is_tangent_space_normal ? - tangent_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - )); - - // for the dielectric component we layer the glossy component on top of the diffuse one, - // the glossy layer has no color tint - - bsdf dielectric_component = df::custom_curve_layer( - weight: final_specular, - normal_reflectivity: 0.08, - grazing_reflectivity: grazing_refl, - layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), - base: df::diffuse_reflection_bsdf(tint: final_base_color), - normal: the_normal); - - // the metallic component doesn't have a diffuse component, it's only glossy - // base_color is applied to tint it - bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); - - // final BSDF is a linear blend between dielectric and metallic component - bsdf dielectric_metal_mix = - df::normalized_mix( - components: - df::bsdf_component[]( - df::bsdf_component( - component: metallic_component, - weight: final_metallic), - df::bsdf_component( - component: dielectric_component, - weight: 1.0-final_metallic) - ) - ); - - // clearcoat layer - float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); - float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; - - float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_clearcoat_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ); - - - bsdf clearcoat = - df::custom_curve_layer( - base: df::weighted_layer( - layer: dielectric_metal_mix, - weight: 1.0, - normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal - ), - layer: df::microfacet_ggx_smith_bsdf( - roughness_u: clearcoat_alpha, - tint: color(1.0) - ), - normal_reflectivity: 0.04, - grazing_reflectivity: clearcoat_grazing_refl, - normal: the_clearcoat_normal, - weight: final_clearcoat_weight - ); - bsdf surface = is_unlit ? bsdf() : clearcoat; -} -in material( - thin_walled: two_sided, // Graphene? - surface: material_surface( - scattering: surface, - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - backface: material_surface( - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: final_emissive_color - ) - ), - geometry: material_geometry( - displacement: displacement, - normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), - cutout_opacity: enable_opacity ? opacity : 1.0 - ) -); +version https://git-lfs.github.com/spec/v1 +oid sha256:0d175f24abf3ae9db81a48e3f4d20fc9bdbfe46a67ec6fc15372cf8577b310f0 +size 9280 diff --git a/kujiale_0066/Materials/OmniUe4Function.mdl b/kujiale_0066/Materials/OmniUe4Function.mdl index 84f4f0da48ff31d03ee611373fe3a4d2e04c9079..d836f18c89458249317d428e6ab37e00b1c3185b 100644 --- a/kujiale_0066/Materials/OmniUe4Function.mdl +++ b/kujiale_0066/Materials/OmniUe4Function.mdl @@ -1,1413 +1,3 @@ -/*************************************************************************************************** - * Copyright 2020 NVIDIA Corporation. All rights reserved. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions - * are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of NVIDIA CORPORATION nor the names of its - * contributors may be used to endorse or promote products derived - * from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE - * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR - * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY - * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE - * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - **************************************************************************************************/ - -//* 1.0.1 - using absolute import paths when importing standard modules - -mdl 1.6; - -import ::df::*; -import ::state::*; -import ::math::*; -import ::tex::*; -import ::anno::*; - - -export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) -[[ - anno::description("convert from RH to LH"), - anno::noinline() -]] -{ - float4x4 ZupConversion = float4x4( - 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, -1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f - ); - - float4x4 YupConversion = float4x4( - 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f - ); - - float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); - - vec4 = vec4 * (up_z ? ZupConversion : YupConversion); - - return float3(vec4.x, vec4.y, vec4.z); -} - -export float3 transform_vector_from_tangent_to_world(float3 vector, - uniform bool up_z = true, - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0)) -[[ - anno::description("Transform vector from tangent space to world space"), - anno::noinline() -]] -{ - /* flip_tangent_v */ - return convert_to_left_hand( - tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, - up_z, false); -} - -export float3 transform_vector_from_world_to_tangent(float3 vector, - uniform bool up_z = true, - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0)) -[[ - anno::description("Transform vector from world space to tangent space"), - anno::noinline() -]] -{ - float3 vecRH = convert_to_left_hand(vector, up_z, false); - /* flip_tangent_v */ - return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + - vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + - vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); -} - -export float4 unpack_normal_map( - float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) - ) -[[ - anno::description("Unpack a normal stored in a normal map"), - anno::noinline() -]] -{ - float2 normal_xy = float2(texture_sample.x, texture_sample.y); - - normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); - float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); - return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); -} - -// for get color value from normal. -export float4 pack_normal_map( - float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) - ) -[[ - anno::description("Pack to color from a normal") -]] -{ - float2 return_xy = float2(texture_sample.x, texture_sample.y); - - return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); - - return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); -} - -export float4 greyscale_texture_lookup( - float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) - ) -[[ - anno::description("Sampling a greyscale texture"), - anno::noinline() -]] -{ - return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); -} - -export float3 pixel_normal_world_space(uniform bool up_z = true) -[[ - anno::description("Pixel normal in world space"), - anno::noinline() -]] -{ - return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); -} - -export float3 vertex_normal_world_space(uniform bool up_z = true) -[[ - anno::description("Vertex normal in world space"), - anno::noinline() -]] -{ - return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); -} - -export float3 landscape_normal_world_space(uniform bool up_z = true) -[[ - anno::description("Landscape normal in world space") -]] -{ - float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; - - float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); - return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); -} - -// Different implementation specific between mdl and hlsl for smoothstep -export float smoothstep(float a, float b, float l) -{ - if (a < b) - { - return math::smoothstep(a, b, l); - } - else if (a > b) - { - return 1.0 - math::smoothstep(b, a, l); - } - else - { - return l <= a ? 0.0 : 1.0; - } -} - -export float2 smoothstep(float2 a, float2 b, float2 l) -{ - return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); -} - -export float3 smoothstep(float3 a, float3 b, float3 l) -{ - return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); -} - -export float4 smoothstep(float4 a, float4 b, float4 l) -{ - 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)); -} - -export float2 smoothstep(float2 a, float2 b, float l) -{ - return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); -} - -export float3 smoothstep(float3 a, float3 b, float l) -{ - return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); -} - -export float4 smoothstep(float4 a, float4 b, float l) -{ - 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)); -} - -export float2 smoothstep(float a, float b, float2 l) -{ - return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); -} - -export float3 smoothstep(float a, float b, float3 l) -{ - return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); -} - -export float4 smoothstep(float a, float b, float4 l) -{ - return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); -} - -//------------------ Random from UE4 ----------------------- -float length2(float3 v) -{ - return math::dot(v, v); -} - -float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) -{ - const float2 ZShear = float2(17.0f, 89.0f); - - float2 OffsetA = v.z * ZShear; - float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; - float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); - return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; -} - -float3 SkewSimplex(float3 In) -{ - return In + math::dot(In, float3(1.0 / 3.0f) ); -} -float3 UnSkewSimplex(float3 In) -{ - return In - math::dot(In, float3(1.0 / 6.0f) ); -} - -// 3D random number generator inspired by PCGs (permuted congruential generator) -// Using a **simple** Feistel cipher in place of the usual xor shift permutation step -// @param v = 3D integer coordinate -// @return three elements w/ 16 random bits each (0-0xffff). -// ~8 ALU operations for result.x (7 mad, 1 >>) -// ~10 ALU operations for result.xy (8 mad, 2 >>) -// ~12 ALU operations for result.xyz (9 mad, 3 >>) - -//TODO: uint3 -int3 Rand3DPCG16(int3 p) -{ - // taking a signed int then reinterpreting as unsigned gives good behavior for negatives - //TODO: uint3 - int3 v = int3(p); - - // Linear congruential step. These LCG constants are from Numerical Recipies - // For additional #'s, PCG would do multiple LCG steps and scramble each on output - // So v here is the RNG state - v = v * 1664525 + 1013904223; - - // PCG uses xorshift for the final shuffle, but it is expensive (and cheap - // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps - // - // Feistel ciphers divide the state into separate parts (usually by bits) - // then apply a series of permutation steps one part at a time. The permutations - // use a reversible operation (usually ^) to part being updated with the result of - // a permutation function on the other parts and the key. - // - // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for - // the combination function, and just multiplying the other two parts (no key) for - // the permutation function. - // - // That gives a simple mad per round. - v.x += v.y*v.z; - v.y += v.z*v.x; - v.z += v.x*v.y; - v.x += v.y*v.z; - v.y += v.z*v.x; - v.z += v.x*v.y; - - // only top 16 bits are well shuffled - return v >> 16; -} - -// Wraps noise for tiling texture creation -// @param v = unwrapped texture parameter -// @param bTiling = true to tile, false to not tile -// @param RepeatSize = number of units before repeating -// @return either original or wrapped coord -float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) -{ - return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; -} - -// Evaluate polynomial to get smooth transitions for Perlin noise -// only needed by Perlin functions in this file -// scalar(per component): 2 add, 5 mul -float4 PerlinRamp(float4 t) -{ - return t * t * t * (t * (t * 6 - 15) + 10); -} - -// Blum-Blum-Shub-inspired pseudo random number generator -// http://www.umbc.edu/~olano/papers/mNoise.pdf -// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes -// instead, we use a single prime M just small enough not to overflow -// note that the above paper used 61, which fits in a half, but is unusably bad -// @param Integer valued floating point seed -// @return random number in range [0,1) -// ~8 ALU operations (5 *, 3 frac) -float RandBBSfloat(float seed) -{ - float BBS_PRIME24 = 4093.0; - float s = math::frac(seed / BBS_PRIME24); - s = math::frac(s * s * BBS_PRIME24); - s = math::frac(s * s * BBS_PRIME24); - return s; -} - -// Modified noise gradient term -// @param seed - random seed for integer lattice position -// @param offset - [-1,1] offset of evaluation point from lattice point -// @return gradient direction (xyz) and contribution (w) from this lattice point -float4 MGradient(int seed, float3 offset) -{ - //TODO uint - int rand = Rand3DPCG16(int3(seed,0,0)).x; - int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); - float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); - float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; - return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); -} - -// compute Perlin and related noise corner seed values -// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D -// @param bTiling = true to return seed values for a repeating noise pattern -// @param RepeatSize = integer units before tiling in each dimension -// @param seed000-seed111 = hash function seeds for the eight corners -// @return fractional part of v -struct SeedValue -{ - float3 fv = float3(0); - float seed000 = 0; - float seed001 = 0; - float seed010 = 0; - float seed011 = 0; - float seed100 = 0; - float seed101 = 0; - float seed110 = 0; - float seed111 = 0; -}; - -SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) -{ - SeedValue seeds; - seeds.fv = math::frac(v); - float3 iv = math::floor(v); - - const float3 primes = float3(19, 47, 101); - - if (bTiling) - { // can't algebraically combine with primes - seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); - seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); - seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); - seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); - seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); - seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); - seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); - seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); - } - else - { // get to combine offsets with multiplication by primes in this case - seeds.seed000 = math::dot(iv, primes); - seeds.seed100 = seeds.seed000 + primes.x; - seeds.seed010 = seeds.seed000 + primes.y; - seeds.seed110 = seeds.seed100 + primes.y; - seeds.seed001 = seeds.seed000 + primes.z; - seeds.seed101 = seeds.seed100 + primes.z; - seeds.seed011 = seeds.seed010 + primes.z; - seeds.seed111 = seeds.seed110 + primes.z; - } - - return seeds; -} - -struct SimplexWeights -{ - float4 Result = float4(0); - float3 PosA = float3(0); - float3 PosB = float3(0); - float3 PosC = float3(0); - float3 PosD = float3(0); -}; - -// Computed weights and sample positions for simplex interpolation -// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d -SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) -{ - SimplexWeights weights; - float3 OrthogonalPosFloor = math::floor(OrthogonalPos); - - weights.PosA = OrthogonalPosFloor; - weights.PosB = weights.PosA + float3(1, 1, 1); - - OrthogonalPos -= OrthogonalPosFloor; - - float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); - float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); - - weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); - weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); - - float RG = OrthogonalPos.x - OrthogonalPos.y; - float RB = OrthogonalPos.x - OrthogonalPos.z; - float GB = OrthogonalPos.y - OrthogonalPos.z; - - weights.Result.z = - math::min(math::max(0, RG), math::max(0, RB)) // X - + math::min(math::max(0, -RG), math::max(0, GB)) // Y - + math::min(math::max(0, -RB), math::max(0, -GB)); // Z - - weights.Result.w = - math::min(math::max(0, -RG), math::max(0, -RB)) // X - + math::min(math::max(0, RG), math::max(0, -GB)) // Y - + math::min(math::max(0, RB), math::max(0, GB)); // Z - - weights.Result.y = Smallest; - weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; - - return weights; -} - -// filtered 3D gradient simple noise (few texture lookups, high quality) -// @param v >0 -// @return random number in the range -1 .. 1 -float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) -{ - float3 OrthogonalPos = SkewSimplex(EvalPos); - - SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); - - // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) - float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); - float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); - float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); - float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); - - Weights.PosA = UnSkewSimplex(Weights.PosA); - Weights.PosB = UnSkewSimplex(Weights.PosB); - Weights.PosC = UnSkewSimplex(Weights.PosC); - Weights.PosD = UnSkewSimplex(Weights.PosD); - - float DistanceWeight; - - DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; - float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; - DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; - float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; - DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; - float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; - DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; - float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; - - return 32 * (a + b + c + d); -} - -// filtered 3D noise, can be optimized -// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D -// @param bTiling = repeat noise pattern -// @param RepeatSize = integer units before tiling in each dimension -// @return random number in the range -1 .. 1 -float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) -{ - bTiling = true; - float3 fv = math::frac(v); - float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); - float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); - - const int2 ZShear = int2(17, 89); - - float2 OffsetA = iv0.z * ZShear; - float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset - if (bTiling) // tiling, have to compute from wrapped coordinates - { - OffsetB = iv1.z * ZShear; - } - - // Texture size scale factor - float ts = 1 / 128.0f; - - // texture coordinates for iv0.xy, as offset for both z slices - float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; - float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; - - // texture coordinates for iv1.xy, as offset for both z slices - float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates - float2 TexB1 = TexB0 + ts; - if (bTiling) // for tiling, need to compute from wrapped coordinates - { - TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; - TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; - } - - - // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) - float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); - float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); - float3 A = PerlinNoiseColor * 2 - 1; - PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); - PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); - float3 B = PerlinNoiseColor * 2 - 1; - PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); - PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); - float3 C = PerlinNoiseColor * 2 - 1; - PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); - PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); - float3 D = PerlinNoiseColor * 2 - 1; - PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); - PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); - float3 E = PerlinNoiseColor * 2 - 1; - PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); - PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); - float3 F = PerlinNoiseColor * 2 - 1; - PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); - PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); - float3 G = PerlinNoiseColor * 2 - 1; - PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); - PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); - float3 H = PerlinNoiseColor * 2 - 1; - - float a = math::dot(A, fv - float3(0, 0, 0)); - float b = math::dot(B, fv - float3(1, 0, 0)); - float c = math::dot(C, fv - float3(0, 1, 0)); - float d = math::dot(D, fv - float3(1, 1, 0)); - float e = math::dot(E, fv - float3(0, 0, 1)); - float f = math::dot(F, fv - float3(1, 0, 1)); - float g = math::dot(G, fv - float3(0, 1, 1)); - float h = math::dot(H, fv - float3(1, 1, 1)); - - float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); - - float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); - float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); - - return math::lerp(i, j, Weights.z); -} - -// @return random number in the range -1 .. 1 -// scalar: 6 frac, 31 mul/mad, 15 add, -float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) -{ - // needs to be the same value when creating the PerlinNoise3D texture - float Extent = 16; - - // last texel replicated and needed for filtering - // scalar: 3 frac, 6 mul - xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); - - // scalar: 3 frac - float3 uvw = math::frac(xyz); - // = floor(xyz); - // scalar: 3 add - float3 p0 = xyz - uvw; -// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) - // scalar: 2*3 add 5*3 mul - float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); - float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping - // scalar: 3 add - float3 p = p0 + f; - // scalar: 3 mad - // TODO: need reverse??? - float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset - - // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) - // scalar: 4 mad, 3 mul, 3 add - float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; - float d = NoiseSample.w * 255.f - 127; - return math::dot(xyz, n) - d; -} - -// Perlin-style "Modified Noise" -// http://www.umbc.edu/~olano/papers/index.html#mNoise -// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D -// @param bTiling = repeat noise pattern -// @param RepeatSize = integer units before tiling in each dimension -// @return random number in the range -1 .. 1 -float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) -{ - SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); - - float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; - float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; - float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; - float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; - float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; - float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; - float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; - float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; - - float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); - - float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); - float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); - return math::lerp(i, j, Weights.z); -} - -// 3D value noise - used to be incorrectly called Perlin noise -// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D -// @param bTiling = repeat noise pattern -// @param RepeatSize = integer units before tiling in each dimension -// @return random number in the range -1 .. 1 -float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) -{ - SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); - - float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; - float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; - float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; - float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; - float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; - float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; - float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; - float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; - - float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); - - float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); - float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); - return math::lerp(i, j, Weights.z); -} - -// 3D jitter offset within a voronoi noise cell -// @param pos - integer lattice corner -// @return random offsets vector -float3 VoronoiCornerSample(float3 pos, int Quality) -{ - // random values in [-0.5, 0.5] - float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; - - // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere - // scale factor to guarantee jittered points will be found within a 2x2x2 search - if (Quality <= 2) - { - return math::normalize(noise) * 0.2588; - } - - // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere - // scale factor to guarantee jittered points will be found within a 3x3x3 search - if (Quality == 3) - { - return math::normalize(noise) * 0.3090; - } - - // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search - return noise; -} - -// compare previous best with a new candidate -// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed -// @param minval = location and distance of best candidate seed point before the new one -// @param candidate = candidate seed point -// @param offset = 3D offset to new candidate seed point -// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position -// @return position (if bDistanceOnly is false) and distance to closest seed point so far -float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) -{ - if (bDistanceOnly) - { - return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); - } - else - { - float newdist = math::dot(offset, offset); - return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); - } -} - -// 220 instruction Worley noise -float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) -{ - float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); - float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); - - // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away - float4 mindist = float4(0,0,0,100); - float3 p, offset; - - // quality level 3: do a 3x3x3 search - if (Quality == 3) - { - int offset_x; - int offset_y; - int offset_z; - for (offset_x = -1; offset_x <= 1; ++offset_x) - { - for (offset_y = -1; offset_y <= 1; ++offset_y) - { - for (offset_z = -1; offset_z <= 1; ++offset_z) - { - offset = float3(offset_x, offset_y, offset_z); - p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); - mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); - } - } - } - } - - // everybody else searches a base 2x2x2 neighborhood - else - { - int offset_x; - int offset_y; - int offset_z; - for (offset_x = 0; offset_x <= 1; ++offset_x) - { - for (offset_y = 0; offset_y <= 1; ++offset_y) - { - for (offset_z = 0; offset_z <= 1; ++offset_z) - { - offset = float3(offset_x, offset_y, offset_z); - p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); - mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); - - // quality level 2, do extra set of points, offset by half a cell - if (Quality == 2) - { - // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts - p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); - mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); - } - } - } - } - } - - // quality level 4: add extra sets of four cells in each direction - if (Quality >= 4) - { - int offset_x; - int offset_y; - int offset_z; - for (offset_x = -1; offset_x <= 2; offset_x += 3) - { - for (offset_y = 0; offset_y <= 1; ++offset_y) - { - for (offset_z = 0; offset_z <= 1; ++offset_z) - { - offset = float3(offset_x, offset_y, offset_z); - // along x axis - p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); - mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); - - // along y axis - p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); - mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); - - // along z axis - p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); - mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); - } - } - } - } - - // transform squared distance to real distance - return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); -} - -// Coordinates for corners of a Simplex tetrahedron -// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 -// @param v = 3D noise argument -// @return 4 corner locations -float4x3 SimplexCorners(float3 v) -{ - // find base corner by skewing to tetrahedral space and back - float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); - float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; - float3 f = v - base; - - // Find offsets to other corners (McEwan did this in tetrahedral space, - // but since skew is along x=y=z axis, this works in Euclidean space too.) - 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); - float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; - - // four corners - return float4x3(base, base + a1, base + a2, base + 0.5); -} - -// Improved smoothing function for simplex noise -// @param f = fractional distance to four tetrahedral corners -// @return weight for each corner -float4 SimplexSmooth(float4x3 f) -{ - const float scale = 1024. / 375.; // scale factor to make noise -1..1 - 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])); - float4 s = math::saturate(2 * d); - return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); -} - -// Derivative of simplex noise smoothing function -// @param f = fractional distanc eto four tetrahedral corners -// @return derivative of smoothing function for each corner by x, y and z -float3x4 SimplexDSmooth(float4x3 f) -{ - const float scale = 1024. / 375.; // scale factor to make noise -1..1 - 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])); - float4 s = math::saturate(2 * d); - s = -12 * scale + s*(24 * scale - s * 12 * scale); - - return float3x4( - s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), - s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), - s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); -} - -// Simplex noise and its Jacobian derivative -// @param v = 3D noise argument -// @param bTiling = whether to repeat noise pattern -// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 -// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w -// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) -// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx -// You can use this to compute the noise, gradient, curl, or divergence: -// float3x4 J = JacobianSimplex_ALU(...); -// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise -// float3 Grad = J[0].xyz; // gradient of J[0].w -// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); -// float Div = J[0][0]+J[1][1]+J[2][2]; -// All of these are confirmed to compile out all unneeded terms. -// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. -float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) -{ - int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); - float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); - - // corners of tetrahedron - float4x3 T = SimplexCorners(v); - // TODO: uint3 - int3 rand = int3(0); - float4x3 gvec0 = float4x3(1.0); - float4x3 gvec1 = float4x3(1.0); - float4x3 gvec2 = float4x3(1.0); - float4x3 fv = float4x3(1.0); - float3x4 grad = float3x4(1.0); - - // processing of tetrahedral vertices, unrolled - // to compute gradient at each corner - fv[0] = v - T[0]; - rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); - gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; - gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; - gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; - grad[0][0] = math::dot(gvec0[0], fv[0]); - grad[1][0] = math::dot(gvec1[0], fv[0]); - grad[2][0] = math::dot(gvec2[0], fv[0]); - - fv[1] = v - T[1]; - rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); - gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; - gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; - gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; - grad[0][1] = math::dot(gvec0[1], fv[1]); - grad[1][1] = math::dot(gvec1[1], fv[1]); - grad[2][1] = math::dot(gvec2[1], fv[1]); - - fv[2] = v - T[2]; - rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); - gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; - gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; - gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; - grad[0][2] = math::dot(gvec0[2], fv[2]); - grad[1][2] = math::dot(gvec1[2], fv[2]); - grad[2][2] = math::dot(gvec2[2], fv[2]); - - fv[3] = v - T[3]; - rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); - gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; - gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; - gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; - grad[0][3] = math::dot(gvec0[3], fv[3]); - grad[1][3] = math::dot(gvec1[3], fv[3]); - grad[2][3] = math::dot(gvec2[3], fv[3]); - - // blend gradients - float4 sv = SimplexSmooth(fv); - float3x4 ds = SimplexDSmooth(fv); - - float3x4 jacobian = float3x4(1.0); - float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) - jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); - float3 vec1 = gvec1*sv + grad[1]*ds; - jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); - float3 vec2 = gvec2*sv + grad[2]*ds; - jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); - - return jacobian; -} - -// 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 -// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. -float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) -{ - // verified, HLSL compiled out the switch if Function is a constant - switch(Function) - { - case 0: - return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); - case 1: - return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); - case 2: - return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); - case 3: - return GradientNoise3D_ALU(Position, bTiling, RepeatSize); - case 4: - return ValueNoise3D_ALU(Position, bTiling, RepeatSize); - case 5: - return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; - } - return 0; -} -//---------------------------------------------------------- - -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) -[[ - anno::description("Noise"), - anno::noinline() -]] -{ - Position *= Scale; - FilterWidth *= Scale; - - float Out = 0.0f; - float OutScale = 1.0f; - float InvLevelScale = 1.0f / LevelScale; - - int iFunction(Function); - int iQuality(Quality); - int iLevels(Levels); - bool bTurbulence(Turbulence); - bool bTiling(Tiling); - - for(int i = 0; i < iLevels; ++i) - { - // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) - OutScale *= math::saturate(1.0 - FilterWidth); - - if(bTurbulence) - { - Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; - } - else - { - Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; - } - - Position *= LevelScale; - RepeatSize *= LevelScale; - OutScale *= InvLevelScale; - FilterWidth *= LevelScale; - } - - if(!bTurbulence) - { - // bring -1..1 to 0..1 range - Out = Out * 0.5f + 0.5f; - } - - // Out is in 0..1 range - return math::lerp(OutputMin, OutputMax, Out); -} - -// Material node for noise functions returning a vector value -// @param LevelScale usually 2 but higher values allow efficient use of few levels -// @return in user defined range (OutputMin..OutputMax) -export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) -[[ - anno::description("Vector Noise"), - anno::noinline() -]] -{ - float4 result = float4(0,0,0,1); - float3 ret = float3(0); - int iQuality = int(Quality); - int iFunction = int(Function); - bool bTiling = Tiling > 0.0; - - float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used - - // verified, HLSL compiled out the switch if Function is a constant - switch (iFunction) - { - case 0: // Cellnoise - ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; - result = float4(ret.x, ret.y, ret.z, 1); - break; - case 1: // Color noise - ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); - result = float4(ret.x, ret.y, ret.z, 1); - break; - case 2: // Gradient - result = Jacobian[0]; - break; - case 3: // Curl - ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); - result = float4(ret.x, ret.y, ret.z, 1); - break; - case 4: // Voronoi - result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); - break; - } - return result; -} - -export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) -[[ - anno::description("Vector Noise float3 version"), - anno::noinline() -]] -{ - float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); - return float3(noise.x, noise.y, noise.z); -} - - -// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view -export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) -[[ - anno::description("Fresnel"), - anno::noinline() -]] -{ - return 0.0; -} - -export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], - bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], - bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], - bool clamp_fresnel_dot_product [[anno::unused()]]) -[[ - anno::description("Fresnel Function"), - anno::noinline() -]] -{ - return 0.0; -} - -export float3 camera_vector(uniform bool up_z = true) -[[ - anno::description("Camera Vector"), - anno::noinline() -]] -{ - // assume camera postion is 0,0,0 - return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); -} - -export float pixel_depth() -[[ - anno::description("Pixel Depth"), - anno::noinline() -]] -{ - return 256.0f; -} - -export float scene_depth() -[[ - anno::description("Scene Depth") -]] -{ - return 65500.0f; -} - -export float3 scene_color() -[[ - anno::description("Scene Color") -]] -{ - return float3(1.0f); -} - -export float4 vertex_color() -[[ - anno::description("Vertex Color"), - anno::noinline() -]] -{ - return float4(1.0f); -} - -export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) -[[ - anno::description("Vertex Color for float2 PrimVar"), - anno::noinline() -]] -{ - // 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 - 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); -} - -export float3 camera_position() -[[ - anno::description("Camera Position"), - anno::noinline() -]] -{ - return float3(1000.0f, 0, 0); -} - -export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) -[[ - anno::description("Rotates Position about the given axis by the given angle") -]] -{ - // Project Position onto the rotation axis and find the closest point on the axis to Position - float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); - float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); - // Construct orthogonal axes in the plane of the rotation - float3 UAxis = Position - ClosestPointOnAxis; - float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); - float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); - // Rotate using the orthogonal axes - float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; - // Reconstruct the rotated world space position - float3 RotatedPosition = ClosestPointOnAxis + R; - // Convert from position to a position offset - return RotatedPosition - Position; -} - -export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) -[[ - anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") -]] -{ - return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; -} - -export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) -[[ - anno::description("Reflection vector about the specified world space normal") -]] -{ - if (bNormalizeInputNormal) - { - WorldNormal = math::normalize(WorldNormal); - } - - return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; -} - -export float3 reflection_vector(uniform bool up_z = true) -[[ - anno::description("Reflection Vector"), - anno::noinline() -]] -{ - float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); - return reflection_custom_world_normal(normal, false, up_z); -} - -export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) -[[ - anno::description("Dither TemporalAA"), - anno::noinline() -]] -{ - return AlphaThreshold; -} - -export float3 black_body( float Temp ) -[[ - anno::description("Black Body"), - anno::noinline() -]] -{ - float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); - float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); - - float x = 3*u / ( 2*u - 8*v + 4 ); - float y = 2*v / ( 2*u - 8*v + 4 ); - float z = 1 - x - y; - - float Y = 1; - float X = Y/y * x; - float Z = Y/y * z; - - float3x3 XYZtoRGB = float3x3( - float3(3.2404542, -1.5371385, -0.4985314), - float3(-0.9692660, 1.8760108, 0.0415560), - float3(0.0556434, -0.2040259, 1.0572252) - ); - - return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); -} - -export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) -[[ - anno::description("Per Instance Random"), - anno::noinline() -]] -{ - float weight = state::object_id() / float(NumberInstances); - return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; -} - -//------------------ Hair from UE4 ----------------------- -float3 hair_absorption_to_color(float3 A) -{ - const float B = 0.3f; - float b2 = B * B; - float b3 = B * b2; - float b4 = b2 * b2; - float b5 = B * b4; - float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); - return math::exp(-math::sqrt(A) * D); -} - -float3 hair_color_to_absorption(float3 C) -{ - const float B = 0.3f; - float b2 = B * B; - float b3 = B * b2; - float b4 = b2 * b2; - float b5 = B * b4; - float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); - return math::pow(math::log(C) / D, 2.0f); -} - -export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) -[[ - anno::description("Hair Color") -]] -{ - InMelanin = math::saturate(InMelanin); - InRedness = math::saturate(InRedness); - float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); - float Eumelanin = Melanin * (1 - InRedness); - float Pheomelanin = Melanin * InRedness; - - float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); - float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); - - return hair_absorption_to_color(Absorption + DyeAbsorption); -} - -export float3 local_object_bounds_min() -[[ - anno::description("Local Object Bounds Min"), - anno::noinline() -]] -{ - return float3(0.0); -} - -export float3 local_object_bounds_max() -[[ - anno::description("Local Object Bounds Max"), - anno::noinline() -]] -{ - return float3(100.0); -} - -export float3 object_bounds() -[[ - anno::description("Object Bounds"), - anno::noinline() -]] -{ - return float3(100.0); -} - -export float object_radius() -[[ - anno::description("Object Radius"), - anno::noinline() -]] -{ - return 100.0f; -} - -export float3 object_world_position(uniform bool up_z = true) -[[ - anno::description("Object World Position"), - anno::noinline() -]] -{ - 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; -} - -export float3 object_orientation() -[[ - anno::description("Object Orientation"), - anno::noinline() -]] -{ - return float3(0); -} - -export float rcp(float x) -[[ - anno::description("hlsl rcp"), - anno::noinline() -]] -{ - return 1.0f / x; -} - -export float2 rcp(float2 x) -[[ - anno::description("hlsl rcp"), - anno::noinline() -]] -{ - return 1.0f / x; -} - -export float3 rcp(float3 x) -[[ - anno::description("hlsl rcp"), - anno::noinline() -]] -{ - return 1.0f / x; -} - -export float4 rcp(float4 x) -[[ - anno::description("hlsl rcp"), - anno::noinline() -]] -{ - return 1.0f / x; -} - -export int BitFieldExtractI32(int Data, int Size, int Offset) -[[ - anno::description("BitFieldExtractI32 int"), - anno::noinline() -]] -{ - Size &= 3; - Offset &= 3; - - if (Size == 0) - return 0; - else if (Offset + Size < 32) - return (Data << (32 - Size - Offset)) >> (32 - Size); - else - return Data >> Offset; -} - -export int BitFieldExtractI32(float Data, float Size, float Offset) -[[ - anno::description("BitFieldExtractI32 float"), - anno::noinline() -]] -{ - return BitFieldExtractI32(int(Data), int(Size), int(Offset)); -} - -export int BitFieldExtractU32(float Data, float Size, float Offset) -[[ - anno::description("BitFieldExtractU32 float"), - anno::noinline() -]] -{ - return BitFieldExtractI32(Data, Size, Offset); -} - -export int BitFieldExtractU32(int Data, int Size, int Offset) -[[ - anno::description("BitFieldExtractU32 int"), - anno::noinline() -]] -{ - return BitFieldExtractI32(Data, Size, Offset); -} - -export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) -[[ - anno::description("EyeAdaptationInverseLookup"), - anno::noinline() -]] -{ - float Adaptation = 1.0f; - - // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. - // So the lerped value is: - // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) - // Which is simplified as: - // LerpLogScale = Lerp(0,-log(Adaptation),T) - // LerpLogScale = -T * logAdaptation; - - float LerpLogScale = -Alpha * math::log(Adaptation); - float Scale = math::exp(LerpLogScale); - return LightValue * Scale; -} +version https://git-lfs.github.com/spec/v1 +oid sha256:edd3067b28e9e123c8140a132c6cc33a8c555def0a7b22b50e174e5f26532ff3 +size 50693 diff --git a/kujiale_0066/Materials/OmniUe4Translucent.mdl b/kujiale_0066/Materials/OmniUe4Translucent.mdl index 483a83004b8f7d5bf820a7905d06ea2d7d5894af..eb36d214cff6983b26247434de923dbdad38d832 100644 --- a/kujiale_0066/Materials/OmniUe4Translucent.mdl +++ b/kujiale_0066/Materials/OmniUe4Translucent.mdl @@ -1,233 +1,3 @@ -/*************************************************************************************************** - * Copyright 2020 NVIDIA Corporation. All rights reserved. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions - * are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of NVIDIA CORPORATION nor the names of its - * contributors may be used to endorse or promote products derived - * from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE - * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR - * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY - * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE - * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - **************************************************************************************************/ - -//* 1.0.0 - first version -//* 1.0.1 - Emissive color affected by opacity -// - Support opacity mask -//* 1.0.2 - Unlit translucent -//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf -//* 1.0.4 - using absolute import paths when importing standard modules - -mdl 1.3; - -import ::df::*; -import ::state::*; -import ::math::*; -import ::tex::*; -import ::anno::*; - -float emissive_multiplier() -[[ - anno::description("the multiplier to convert UE4 emissive to raw data"), - anno::noinline() -]] -{ - return 20.0f * 128.0f; -} - -color get_translucent_tint(color base_color, float opacity) -[[ - anno::description("base color of UE4 translucent"), - anno::noinline() -]] -{ - return math::lerp(color(1.0), base_color, opacity); -} - -// Just for UE4 distilling -float get_translucent_opacity(float opacity) -[[ - anno::noinline() -]] -{ - return opacity; -} - -color get_emissive_intensity(color emissive, float opacity) -[[ - anno::description("emissive color of UE4 translucent"), - anno::noinline() -]] -{ - return emissive * opacity; -} - -float3 tangent_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in tangent space"), - anno::noinline() -]] -{ - return math::normalize( - tangent_u * normal.x - - tangent_v * normal.y + /* flip_tangent_v */ - state::normal() * (normal.z)); -} - -float3 world_space_normal( - float3 normal = float3(0.0,0.0,1.0), - float3 tangent_u = state::texture_tangent_u(0), - float3 tangent_v = state::texture_tangent_v(0) -) -[[ - anno::description("Interprets the vector in world space"), - anno::noinline() -]] -{ - return tangent_space_normal( - math::normalize( - normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - - normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + - normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), - tangent_u, - tangent_v - ); -} - -export material OmniUe4Translucent( - float3 base_color = float3(0.0, 0.0, 0.0), - float metallic = 0.0, - float roughness = 0.5, - float specular = 0.5, - float3 normal = float3(0.0,0.0,1.0), - uniform bool enable_opacity = true, - float opacity = 1.0, - float opacity_mask = 1.0, - float3 emissive_color = float3(0.0, 0.0, 0.0), - float3 displacement = float3(0.0), - uniform float refraction = 1.0, - uniform bool two_sided = false, - uniform bool is_tangent_space_normal = true, - uniform bool is_unlit = false -) -[[ - anno::display_name("Omni UE4 Translucent"), - anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), - anno::version( 1, 0, 0), - anno::author("NVIDIA CORPORATION"), - anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) -]] - = let { - color final_base_color = math::saturate(base_color); - float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); - float final_roughness = math::saturate(roughness); - float final_specular = math::saturate(specular); - color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ - float final_opacity = math::saturate(opacity); - float3 final_normal = math::normalize(normal); - - - // - compute final roughness by squaring the "roughness" parameter - float alpha = final_roughness * final_roughness; - // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering - float grazing_refl = math::max((1.0 - final_roughness), 0.0); - - float3 the_normal = is_unlit ? state::normal() : - (is_tangent_space_normal ? - tangent_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - ) : world_space_normal( - normal: final_normal, - tangent_u: state::texture_tangent_u(0), - tangent_v: state::texture_tangent_v(0) - )); - - // for the dielectric component we layer the glossy component on top of the diffuse one, - // the glossy layer has no color tint - - bsdf dielectric_component = df::custom_curve_layer( - weight: final_specular, - normal_reflectivity: 0.08, - grazing_reflectivity: grazing_refl, - layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), - base: df::diffuse_reflection_bsdf(tint: final_base_color)); - - // the metallic component doesn't have a diffuse component, it's only glossy - // base_color is applied to tint it - bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); - - // final BSDF is a linear blend between dielectric and metallic component - bsdf dielectric_metal_mix = - df::normalized_mix( - components: - df::bsdf_component[]( - df::bsdf_component( - component: metallic_component, - weight: final_metallic), - df::bsdf_component( - component: dielectric_component, - weight: 1.0-final_metallic) - ) - ); - - bsdf frosted_bsdf = df::specular_bsdf( - tint: color(1), - mode: df::scatter_reflect_transmit - ); - - bsdf final_mix_bsdf = - is_unlit ? df::specular_bsdf( - tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), - mode: df::scatter_reflect_transmit - ) - : df::normalized_mix( - components: - df::bsdf_component[]( - df::bsdf_component( - component: dielectric_metal_mix, - weight: get_translucent_opacity(final_opacity)), - df::bsdf_component( - component: frosted_bsdf, - weight: 1.0-get_translucent_opacity(final_opacity)) - ) - ); -} -in material( - thin_walled: two_sided, // Graphene? - ior: color(refraction), //refraction - surface: material_surface( - scattering: final_mix_bsdf, - emission: - material_emission ( - emission: df::diffuse_edf (), - intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) - ) - ), - - geometry: material_geometry( - displacement: displacement, - normal: the_normal, - cutout_opacity: enable_opacity ? opacity_mask : 1.0 - ) -); +version https://git-lfs.github.com/spec/v1 +oid sha256:f8f8398c2f421a2176827f7012a80f65a03c0bd2067d768e2094a4350f67a0af +size 8535 diff --git a/kujiale_0066/Materials/WorldGridMaterial.mdl b/kujiale_0066/Materials/WorldGridMaterial.mdl index 1374299f552cc467f093777626b92f4faa277cc4..3e867151b6438875284057538059cea140bc1972 100644 --- a/kujiale_0066/Materials/WorldGridMaterial.mdl +++ b/kujiale_0066/Materials/WorldGridMaterial.mdl @@ -1,77 +1,3 @@ -mdl 1.6; - -import ::math::*; -import ::state::*; -import ::tex::*; -import ::anno::*; -import ::scene::*; -using .::OmniUe4Function import *; -using .::OmniUe4Base import *; - -export annotation sampler_color(); -export annotation sampler_normal(); -export annotation sampler_grayscale(); -export annotation sampler_alpha(); -export annotation sampler_masks(); -export annotation sampler_distancefield(); -export annotation dither_masked_off(); -export annotation world_space_normal(); - -export material WorldGridMaterial( - int MaxTexCoordIndex = 3 - [[ - anno::hidden() - ]]) - = - let { - float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); - float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); - - float2 Local0 = (CustomizedUV0_mdl / 2.0); - float2 Local1 = (Local0 / 0.05); - float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); - float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); - - float3 Normal_mdl = Local3; - - float2 Local4 = (CustomizedUV0_mdl * 20.0); - float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); - float Local6 = math::lerp(0.4,1.0,Local5.x); - float Local7 = (1.0 - Local6); - float2 Local8 = (Local0 / 0.1); - float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); - float Local10 = math::lerp(Local9.y,1.0,0.0); - float Local11 = math::lerp(Local6,Local7,Local10); - float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); - float Local13 = math::lerp(Local9.y,0.0,0.0); - float Local14 = (Local12.y + Local13); - float Local15 = math::lerp(Local14,0.5,0.5); - float Local16 = math::lerp(0.295,0.66,Local15); - float Local17 = (Local16 * 0.5); - float Local18 = (Local11 * Local17); - float Local19 = math::lerp(0.0,0.5,Local12.y); - float Local20 = math::lerp(0.7,1.0,Local9.y); - float Local21 = math::lerp(Local20,1.0,0.0); - float Local22 = (Local21 * 1.0); - float Local23 = (Local19 + Local22); - float Local24 = math::min(math::max(Local23,0.0),1.0); - - float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); - float OpacityMask_mdl = 1.0; - float3 BaseColor_mdl = float3(Local18,Local18,Local18); - float Metallic_mdl = 0.0; - float Specular_mdl = 0.5; - float Roughness_mdl = Local24; - float SurfaceThickness_mdl = 0.01; - - } in - ::OmniUe4Base( - 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