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- kujiale_0042/Materials/OmniUe4Function.mdl +3 -1413
- kujiale_0042/Materials/OmniUe4Translucent.mdl +3 -233
- kujiale_0042/Materials/WorldGridMaterial.mdl +3 -77
- kujiale_0042/Meshes/bathroom_product_0000.usd +0 -0
- kujiale_0042/Meshes/bathroom_product_0002.usd +0 -0
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- kujiale_0042/Meshes/book_0005.usd +0 -0
- kujiale_0042/Meshes/book_0006.usd +0 -0
- kujiale_0042/Meshes/book_0007.usd +0 -0
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- kujiale_0042/Meshes/ceiling_0009.usd +0 -0
- kujiale_0042/Meshes/ceiling_0010.usd +0 -0
- kujiale_0042/Meshes/ceiling_0011.usd +0 -0
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- kujiale_0042/Meshes/painting_0002.usd +0 -0
kujiale_0042/Materials/OmniUe4Function.mdl
CHANGED
@@ -1,1413 +1,3 @@
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**************************************************************************************************/
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//* 1.0.1 - using absolute import paths when importing standard modules
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mdl 1.6;
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import ::df::*;
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import ::state::*;
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import ::math::*;
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import ::tex::*;
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import ::anno::*;
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export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true)
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[[
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anno::description("convert from RH to LH"),
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anno::noinline()
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]]
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{
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float4x4 ZupConversion = float4x4(
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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);
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float4x4 YupConversion = float4x4(
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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);
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float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f);
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vec4 = vec4 * (up_z ? ZupConversion : YupConversion);
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return float3(vec4.x, vec4.y, vec4.z);
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}
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export float3 transform_vector_from_tangent_to_world(float3 vector,
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uniform bool up_z = true,
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float3 tangent_u = state::texture_tangent_u(0),
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float3 tangent_v = state::texture_tangent_v(0))
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[[
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anno::description("Transform vector from tangent space to world space"),
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anno::noinline()
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]]
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{
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/* flip_tangent_v */
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return convert_to_left_hand(
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tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z,
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up_z, false);
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}
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export float3 transform_vector_from_world_to_tangent(float3 vector,
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uniform bool up_z = true,
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float3 tangent_u = state::texture_tangent_u(0),
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float3 tangent_v = state::texture_tangent_v(0))
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[[
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anno::description("Transform vector from world space to tangent space"),
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anno::noinline()
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]]
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{
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float3 vecRH = convert_to_left_hand(vector, up_z, false);
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/* flip_tangent_v */
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return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) +
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vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) +
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vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z);
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}
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export float4 unpack_normal_map(
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float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)
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)
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[[
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anno::description("Unpack a normal stored in a normal map"),
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anno::noinline()
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]]
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{
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float2 normal_xy = float2(texture_sample.x, texture_sample.y);
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normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0);
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float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) );
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return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 );
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}
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// for get color value from normal.
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export float4 pack_normal_map(
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float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)
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)
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[[
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anno::description("Pack to color from a normal")
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]]
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{
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float2 return_xy = float2(texture_sample.x, texture_sample.y);
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return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0);
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return float4( return_xy.x, return_xy.y, 0.0, 1.0 );
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}
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export float4 greyscale_texture_lookup(
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float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0)
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)
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[[
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anno::description("Sampling a greyscale texture"),
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anno::noinline()
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]]
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{
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return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x);
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}
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export float3 pixel_normal_world_space(uniform bool up_z = true)
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[[
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anno::description("Pixel normal in world space"),
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anno::noinline()
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]]
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{
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return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
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}
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export float3 vertex_normal_world_space(uniform bool up_z = true)
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[[
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anno::description("Vertex normal in world space"),
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anno::noinline()
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]]
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{
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return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
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}
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export float3 landscape_normal_world_space(uniform bool up_z = true)
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[[
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anno::description("Landscape normal in world space")
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]]
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{
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float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0;
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float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y);
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return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY))));
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}
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// Different implementation specific between mdl and hlsl for smoothstep
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export float smoothstep(float a, float b, float l)
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{
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if (a < b)
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{
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return math::smoothstep(a, b, l);
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}
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else if (a > b)
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{
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return 1.0 - math::smoothstep(b, a, l);
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}
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else
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{
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return l <= a ? 0.0 : 1.0;
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}
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}
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export float2 smoothstep(float2 a, float2 b, float2 l)
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{
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return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y));
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}
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export float3 smoothstep(float3 a, float3 b, float3 l)
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{
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return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z));
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}
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export float4 smoothstep(float4 a, float4 b, float4 l)
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{
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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));
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}
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export float2 smoothstep(float2 a, float2 b, float l)
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{
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return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l));
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}
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export float3 smoothstep(float3 a, float3 b, float l)
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{
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return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l));
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}
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export float4 smoothstep(float4 a, float4 b, float l)
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{
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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));
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}
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export float2 smoothstep(float a, float b, float2 l)
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{
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return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y));
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}
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export float3 smoothstep(float a, float b, float3 l)
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{
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return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z));
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}
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export float4 smoothstep(float a, float b, float4 l)
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{
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return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w));
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}
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//------------------ Random from UE4 -----------------------
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float length2(float3 v)
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{
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return math::dot(v, v);
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}
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float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v)
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{
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const float2 ZShear = float2(17.0f, 89.0f);
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float2 OffsetA = v.z * ZShear;
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float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f;
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float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat);
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return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0;
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}
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float3 SkewSimplex(float3 In)
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{
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return In + math::dot(In, float3(1.0 / 3.0f) );
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}
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float3 UnSkewSimplex(float3 In)
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{
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return In - math::dot(In, float3(1.0 / 6.0f) );
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}
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// 3D random number generator inspired by PCGs (permuted congruential generator)
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// Using a **simple** Feistel cipher in place of the usual xor shift permutation step
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// @param v = 3D integer coordinate
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// @return three elements w/ 16 random bits each (0-0xffff).
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// ~8 ALU operations for result.x (7 mad, 1 >>)
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// ~10 ALU operations for result.xy (8 mad, 2 >>)
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// ~12 ALU operations for result.xyz (9 mad, 3 >>)
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//TODO: uint3
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int3 Rand3DPCG16(int3 p)
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{
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// taking a signed int then reinterpreting as unsigned gives good behavior for negatives
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//TODO: uint3
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int3 v = int3(p);
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// Linear congruential step. These LCG constants are from Numerical Recipies
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// For additional #'s, PCG would do multiple LCG steps and scramble each on output
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// So v here is the RNG state
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v = v * 1664525 + 1013904223;
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// PCG uses xorshift for the final shuffle, but it is expensive (and cheap
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276 |
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// versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps
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//
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278 |
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// Feistel ciphers divide the state into separate parts (usually by bits)
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// then apply a series of permutation steps one part at a time. The permutations
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280 |
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// use a reversible operation (usually ^) to part being updated with the result of
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// a permutation function on the other parts and the key.
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//
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// In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for
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// the combination function, and just multiplying the other two parts (no key) for
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285 |
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// the permutation function.
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//
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// That gives a simple mad per round.
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v.x += v.y*v.z;
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v.y += v.z*v.x;
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290 |
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v.z += v.x*v.y;
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v.x += v.y*v.z;
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v.y += v.z*v.x;
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293 |
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v.z += v.x*v.y;
|
294 |
-
|
295 |
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// only top 16 bits are well shuffled
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296 |
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return v >> 16;
|
297 |
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}
|
298 |
-
|
299 |
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// Wraps noise for tiling texture creation
|
300 |
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// @param v = unwrapped texture parameter
|
301 |
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// @param bTiling = true to tile, false to not tile
|
302 |
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// @param RepeatSize = number of units before repeating
|
303 |
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// @return either original or wrapped coord
|
304 |
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float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize)
|
305 |
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{
|
306 |
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return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v;
|
307 |
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}
|
308 |
-
|
309 |
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// Evaluate polynomial to get smooth transitions for Perlin noise
|
310 |
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// only needed by Perlin functions in this file
|
311 |
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// scalar(per component): 2 add, 5 mul
|
312 |
-
float4 PerlinRamp(float4 t)
|
313 |
-
{
|
314 |
-
return t * t * t * (t * (t * 6 - 15) + 10);
|
315 |
-
}
|
316 |
-
|
317 |
-
// Blum-Blum-Shub-inspired pseudo random number generator
|
318 |
-
// http://www.umbc.edu/~olano/papers/mNoise.pdf
|
319 |
-
// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes
|
320 |
-
// instead, we use a single prime M just small enough not to overflow
|
321 |
-
// note that the above paper used 61, which fits in a half, but is unusably bad
|
322 |
-
// @param Integer valued floating point seed
|
323 |
-
// @return random number in range [0,1)
|
324 |
-
// ~8 ALU operations (5 *, 3 frac)
|
325 |
-
float RandBBSfloat(float seed)
|
326 |
-
{
|
327 |
-
float BBS_PRIME24 = 4093.0;
|
328 |
-
float s = math::frac(seed / BBS_PRIME24);
|
329 |
-
s = math::frac(s * s * BBS_PRIME24);
|
330 |
-
s = math::frac(s * s * BBS_PRIME24);
|
331 |
-
return s;
|
332 |
-
}
|
333 |
-
|
334 |
-
// Modified noise gradient term
|
335 |
-
// @param seed - random seed for integer lattice position
|
336 |
-
// @param offset - [-1,1] offset of evaluation point from lattice point
|
337 |
-
// @return gradient direction (xyz) and contribution (w) from this lattice point
|
338 |
-
float4 MGradient(int seed, float3 offset)
|
339 |
-
{
|
340 |
-
//TODO uint
|
341 |
-
int rand = Rand3DPCG16(int3(seed,0,0)).x;
|
342 |
-
int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);
|
343 |
-
float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000);
|
344 |
-
float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1;
|
345 |
-
return float4(direction.x, direction.y, direction.z, math::dot(direction, offset));
|
346 |
-
}
|
347 |
-
|
348 |
-
// compute Perlin and related noise corner seed values
|
349 |
-
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
|
350 |
-
// @param bTiling = true to return seed values for a repeating noise pattern
|
351 |
-
// @param RepeatSize = integer units before tiling in each dimension
|
352 |
-
// @param seed000-seed111 = hash function seeds for the eight corners
|
353 |
-
// @return fractional part of v
|
354 |
-
struct SeedValue
|
355 |
-
{
|
356 |
-
float3 fv = float3(0);
|
357 |
-
float seed000 = 0;
|
358 |
-
float seed001 = 0;
|
359 |
-
float seed010 = 0;
|
360 |
-
float seed011 = 0;
|
361 |
-
float seed100 = 0;
|
362 |
-
float seed101 = 0;
|
363 |
-
float seed110 = 0;
|
364 |
-
float seed111 = 0;
|
365 |
-
};
|
366 |
-
|
367 |
-
SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize)
|
368 |
-
{
|
369 |
-
SeedValue seeds;
|
370 |
-
seeds.fv = math::frac(v);
|
371 |
-
float3 iv = math::floor(v);
|
372 |
-
|
373 |
-
const float3 primes = float3(19, 47, 101);
|
374 |
-
|
375 |
-
if (bTiling)
|
376 |
-
{ // can't algebraically combine with primes
|
377 |
-
seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize));
|
378 |
-
seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize));
|
379 |
-
seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize));
|
380 |
-
seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize));
|
381 |
-
seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize));
|
382 |
-
seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize));
|
383 |
-
seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize));
|
384 |
-
seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize));
|
385 |
-
}
|
386 |
-
else
|
387 |
-
{ // get to combine offsets with multiplication by primes in this case
|
388 |
-
seeds.seed000 = math::dot(iv, primes);
|
389 |
-
seeds.seed100 = seeds.seed000 + primes.x;
|
390 |
-
seeds.seed010 = seeds.seed000 + primes.y;
|
391 |
-
seeds.seed110 = seeds.seed100 + primes.y;
|
392 |
-
seeds.seed001 = seeds.seed000 + primes.z;
|
393 |
-
seeds.seed101 = seeds.seed100 + primes.z;
|
394 |
-
seeds.seed011 = seeds.seed010 + primes.z;
|
395 |
-
seeds.seed111 = seeds.seed110 + primes.z;
|
396 |
-
}
|
397 |
-
|
398 |
-
return seeds;
|
399 |
-
}
|
400 |
-
|
401 |
-
struct SimplexWeights
|
402 |
-
{
|
403 |
-
float4 Result = float4(0);
|
404 |
-
float3 PosA = float3(0);
|
405 |
-
float3 PosB = float3(0);
|
406 |
-
float3 PosC = float3(0);
|
407 |
-
float3 PosD = float3(0);
|
408 |
-
};
|
409 |
-
|
410 |
-
// Computed weights and sample positions for simplex interpolation
|
411 |
-
// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d
|
412 |
-
SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos)
|
413 |
-
{
|
414 |
-
SimplexWeights weights;
|
415 |
-
float3 OrthogonalPosFloor = math::floor(OrthogonalPos);
|
416 |
-
|
417 |
-
weights.PosA = OrthogonalPosFloor;
|
418 |
-
weights.PosB = weights.PosA + float3(1, 1, 1);
|
419 |
-
|
420 |
-
OrthogonalPos -= OrthogonalPosFloor;
|
421 |
-
|
422 |
-
float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z));
|
423 |
-
float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z));
|
424 |
-
|
425 |
-
weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z);
|
426 |
-
weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z);
|
427 |
-
|
428 |
-
float RG = OrthogonalPos.x - OrthogonalPos.y;
|
429 |
-
float RB = OrthogonalPos.x - OrthogonalPos.z;
|
430 |
-
float GB = OrthogonalPos.y - OrthogonalPos.z;
|
431 |
-
|
432 |
-
weights.Result.z =
|
433 |
-
math::min(math::max(0, RG), math::max(0, RB)) // X
|
434 |
-
+ math::min(math::max(0, -RG), math::max(0, GB)) // Y
|
435 |
-
+ math::min(math::max(0, -RB), math::max(0, -GB)); // Z
|
436 |
-
|
437 |
-
weights.Result.w =
|
438 |
-
math::min(math::max(0, -RG), math::max(0, -RB)) // X
|
439 |
-
+ math::min(math::max(0, RG), math::max(0, -GB)) // Y
|
440 |
-
+ math::min(math::max(0, RB), math::max(0, GB)); // Z
|
441 |
-
|
442 |
-
weights.Result.y = Smallest;
|
443 |
-
weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w;
|
444 |
-
|
445 |
-
return weights;
|
446 |
-
}
|
447 |
-
|
448 |
-
// filtered 3D gradient simple noise (few texture lookups, high quality)
|
449 |
-
// @param v >0
|
450 |
-
// @return random number in the range -1 .. 1
|
451 |
-
float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos)
|
452 |
-
{
|
453 |
-
float3 OrthogonalPos = SkewSimplex(EvalPos);
|
454 |
-
|
455 |
-
SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos);
|
456 |
-
|
457 |
-
// can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit)
|
458 |
-
float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA);
|
459 |
-
float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB);
|
460 |
-
float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC);
|
461 |
-
float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD);
|
462 |
-
|
463 |
-
Weights.PosA = UnSkewSimplex(Weights.PosA);
|
464 |
-
Weights.PosB = UnSkewSimplex(Weights.PosB);
|
465 |
-
Weights.PosC = UnSkewSimplex(Weights.PosC);
|
466 |
-
Weights.PosD = UnSkewSimplex(Weights.PosD);
|
467 |
-
|
468 |
-
float DistanceWeight;
|
469 |
-
|
470 |
-
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
|
471 |
-
float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight;
|
472 |
-
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
|
473 |
-
float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight;
|
474 |
-
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
|
475 |
-
float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight;
|
476 |
-
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
|
477 |
-
float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight;
|
478 |
-
|
479 |
-
return 32 * (a + b + c + d);
|
480 |
-
}
|
481 |
-
|
482 |
-
// filtered 3D noise, can be optimized
|
483 |
-
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
|
484 |
-
// @param bTiling = repeat noise pattern
|
485 |
-
// @param RepeatSize = integer units before tiling in each dimension
|
486 |
-
// @return random number in the range -1 .. 1
|
487 |
-
float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize)
|
488 |
-
{
|
489 |
-
bTiling = true;
|
490 |
-
float3 fv = math::frac(v);
|
491 |
-
float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize);
|
492 |
-
float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize);
|
493 |
-
|
494 |
-
const int2 ZShear = int2(17, 89);
|
495 |
-
|
496 |
-
float2 OffsetA = iv0.z * ZShear;
|
497 |
-
float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset
|
498 |
-
if (bTiling) // tiling, have to compute from wrapped coordinates
|
499 |
-
{
|
500 |
-
OffsetB = iv1.z * ZShear;
|
501 |
-
}
|
502 |
-
|
503 |
-
// Texture size scale factor
|
504 |
-
float ts = 1 / 128.0f;
|
505 |
-
|
506 |
-
// texture coordinates for iv0.xy, as offset for both z slices
|
507 |
-
float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts;
|
508 |
-
float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts;
|
509 |
-
|
510 |
-
// texture coordinates for iv1.xy, as offset for both z slices
|
511 |
-
float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates
|
512 |
-
float2 TexB1 = TexB0 + ts;
|
513 |
-
if (bTiling) // for tiling, need to compute from wrapped coordinates
|
514 |
-
{
|
515 |
-
TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts;
|
516 |
-
TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts;
|
517 |
-
}
|
518 |
-
|
519 |
-
|
520 |
-
// can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit)
|
521 |
-
float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);
|
522 |
-
float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
523 |
-
float3 A = PerlinNoiseColor * 2 - 1;
|
524 |
-
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);
|
525 |
-
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
526 |
-
float3 B = PerlinNoiseColor * 2 - 1;
|
527 |
-
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);
|
528 |
-
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
529 |
-
float3 C = PerlinNoiseColor * 2 - 1;
|
530 |
-
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);
|
531 |
-
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
532 |
-
float3 D = PerlinNoiseColor * 2 - 1;
|
533 |
-
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);
|
534 |
-
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
535 |
-
float3 E = PerlinNoiseColor * 2 - 1;
|
536 |
-
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);
|
537 |
-
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
538 |
-
float3 F = PerlinNoiseColor * 2 - 1;
|
539 |
-
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);
|
540 |
-
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
541 |
-
float3 G = PerlinNoiseColor * 2 - 1;
|
542 |
-
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);
|
543 |
-
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
544 |
-
float3 H = PerlinNoiseColor * 2 - 1;
|
545 |
-
|
546 |
-
float a = math::dot(A, fv - float3(0, 0, 0));
|
547 |
-
float b = math::dot(B, fv - float3(1, 0, 0));
|
548 |
-
float c = math::dot(C, fv - float3(0, 1, 0));
|
549 |
-
float d = math::dot(D, fv - float3(1, 1, 0));
|
550 |
-
float e = math::dot(E, fv - float3(0, 0, 1));
|
551 |
-
float f = math::dot(F, fv - float3(1, 0, 1));
|
552 |
-
float g = math::dot(G, fv - float3(0, 1, 1));
|
553 |
-
float h = math::dot(H, fv - float3(1, 1, 1));
|
554 |
-
|
555 |
-
float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0)));
|
556 |
-
|
557 |
-
float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y);
|
558 |
-
float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y);
|
559 |
-
|
560 |
-
return math::lerp(i, j, Weights.z);
|
561 |
-
}
|
562 |
-
|
563 |
-
// @return random number in the range -1 .. 1
|
564 |
-
// scalar: 6 frac, 31 mul/mad, 15 add,
|
565 |
-
float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz)
|
566 |
-
{
|
567 |
-
// needs to be the same value when creating the PerlinNoise3D texture
|
568 |
-
float Extent = 16;
|
569 |
-
|
570 |
-
// last texel replicated and needed for filtering
|
571 |
-
// scalar: 3 frac, 6 mul
|
572 |
-
xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1);
|
573 |
-
|
574 |
-
// scalar: 3 frac
|
575 |
-
float3 uvw = math::frac(xyz);
|
576 |
-
// = floor(xyz);
|
577 |
-
// scalar: 3 add
|
578 |
-
float3 p0 = xyz - uvw;
|
579 |
-
// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping)
|
580 |
-
// scalar: 2*3 add 5*3 mul
|
581 |
-
float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0));
|
582 |
-
float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping
|
583 |
-
// scalar: 3 add
|
584 |
-
float3 p = p0 + f;
|
585 |
-
// scalar: 3 mad
|
586 |
-
// TODO: need reverse???
|
587 |
-
float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset
|
588 |
-
|
589 |
-
// reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count)
|
590 |
-
// scalar: 4 mad, 3 mul, 3 add
|
591 |
-
float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f;
|
592 |
-
float d = NoiseSample.w * 255.f - 127;
|
593 |
-
return math::dot(xyz, n) - d;
|
594 |
-
}
|
595 |
-
|
596 |
-
// Perlin-style "Modified Noise"
|
597 |
-
// http://www.umbc.edu/~olano/papers/index.html#mNoise
|
598 |
-
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
|
599 |
-
// @param bTiling = repeat noise pattern
|
600 |
-
// @param RepeatSize = integer units before tiling in each dimension
|
601 |
-
// @return random number in the range -1 .. 1
|
602 |
-
float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)
|
603 |
-
{
|
604 |
-
SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);
|
605 |
-
|
606 |
-
float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w;
|
607 |
-
float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w;
|
608 |
-
float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w;
|
609 |
-
float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w;
|
610 |
-
float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w;
|
611 |
-
float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w;
|
612 |
-
float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w;
|
613 |
-
float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w;
|
614 |
-
|
615 |
-
float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));
|
616 |
-
|
617 |
-
float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);
|
618 |
-
float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);
|
619 |
-
return math::lerp(i, j, Weights.z);
|
620 |
-
}
|
621 |
-
|
622 |
-
// 3D value noise - used to be incorrectly called Perlin noise
|
623 |
-
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
|
624 |
-
// @param bTiling = repeat noise pattern
|
625 |
-
// @param RepeatSize = integer units before tiling in each dimension
|
626 |
-
// @return random number in the range -1 .. 1
|
627 |
-
float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)
|
628 |
-
{
|
629 |
-
SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);
|
630 |
-
|
631 |
-
float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1;
|
632 |
-
float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1;
|
633 |
-
float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1;
|
634 |
-
float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1;
|
635 |
-
float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1;
|
636 |
-
float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1;
|
637 |
-
float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1;
|
638 |
-
float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1;
|
639 |
-
|
640 |
-
float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));
|
641 |
-
|
642 |
-
float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);
|
643 |
-
float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);
|
644 |
-
return math::lerp(i, j, Weights.z);
|
645 |
-
}
|
646 |
-
|
647 |
-
// 3D jitter offset within a voronoi noise cell
|
648 |
-
// @param pos - integer lattice corner
|
649 |
-
// @return random offsets vector
|
650 |
-
float3 VoronoiCornerSample(float3 pos, int Quality)
|
651 |
-
{
|
652 |
-
// random values in [-0.5, 0.5]
|
653 |
-
float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5;
|
654 |
-
|
655 |
-
// quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere
|
656 |
-
// scale factor to guarantee jittered points will be found within a 2x2x2 search
|
657 |
-
if (Quality <= 2)
|
658 |
-
{
|
659 |
-
return math::normalize(noise) * 0.2588;
|
660 |
-
}
|
661 |
-
|
662 |
-
// quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere
|
663 |
-
// scale factor to guarantee jittered points will be found within a 3x3x3 search
|
664 |
-
if (Quality == 3)
|
665 |
-
{
|
666 |
-
return math::normalize(noise) * 0.3090;
|
667 |
-
}
|
668 |
-
|
669 |
-
// quality level 4: jitter to anywhere in the cell, needs 4x4x4 search
|
670 |
-
return noise;
|
671 |
-
}
|
672 |
-
|
673 |
-
// compare previous best with a new candidate
|
674 |
-
// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed
|
675 |
-
// @param minval = location and distance of best candidate seed point before the new one
|
676 |
-
// @param candidate = candidate seed point
|
677 |
-
// @param offset = 3D offset to new candidate seed point
|
678 |
-
// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position
|
679 |
-
// @return position (if bDistanceOnly is false) and distance to closest seed point so far
|
680 |
-
float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly)
|
681 |
-
{
|
682 |
-
if (bDistanceOnly)
|
683 |
-
{
|
684 |
-
return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset)));
|
685 |
-
}
|
686 |
-
else
|
687 |
-
{
|
688 |
-
float newdist = math::dot(offset, offset);
|
689 |
-
return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist);
|
690 |
-
}
|
691 |
-
}
|
692 |
-
|
693 |
-
// 220 instruction Worley noise
|
694 |
-
float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly)
|
695 |
-
{
|
696 |
-
float3 fv = math::frac(v), fv2 = math::frac(v + 0.5);
|
697 |
-
float3 iv = math::floor(v), iv2 = math::floor(v + 0.5);
|
698 |
-
|
699 |
-
// with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away
|
700 |
-
float4 mindist = float4(0,0,0,100);
|
701 |
-
float3 p, offset;
|
702 |
-
|
703 |
-
// quality level 3: do a 3x3x3 search
|
704 |
-
if (Quality == 3)
|
705 |
-
{
|
706 |
-
int offset_x;
|
707 |
-
int offset_y;
|
708 |
-
int offset_z;
|
709 |
-
for (offset_x = -1; offset_x <= 1; ++offset_x)
|
710 |
-
{
|
711 |
-
for (offset_y = -1; offset_y <= 1; ++offset_y)
|
712 |
-
{
|
713 |
-
for (offset_z = -1; offset_z <= 1; ++offset_z)
|
714 |
-
{
|
715 |
-
offset = float3(offset_x, offset_y, offset_z);
|
716 |
-
p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality);
|
717 |
-
mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);
|
718 |
-
}
|
719 |
-
}
|
720 |
-
}
|
721 |
-
}
|
722 |
-
|
723 |
-
// everybody else searches a base 2x2x2 neighborhood
|
724 |
-
else
|
725 |
-
{
|
726 |
-
int offset_x;
|
727 |
-
int offset_y;
|
728 |
-
int offset_z;
|
729 |
-
for (offset_x = 0; offset_x <= 1; ++offset_x)
|
730 |
-
{
|
731 |
-
for (offset_y = 0; offset_y <= 1; ++offset_y)
|
732 |
-
{
|
733 |
-
for (offset_z = 0; offset_z <= 1; ++offset_z)
|
734 |
-
{
|
735 |
-
offset = float3(offset_x, offset_y, offset_z);
|
736 |
-
p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);
|
737 |
-
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
|
738 |
-
|
739 |
-
// quality level 2, do extra set of points, offset by half a cell
|
740 |
-
if (Quality == 2)
|
741 |
-
{
|
742 |
-
// 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts
|
743 |
-
p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality);
|
744 |
-
mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);
|
745 |
-
}
|
746 |
-
}
|
747 |
-
}
|
748 |
-
}
|
749 |
-
}
|
750 |
-
|
751 |
-
// quality level 4: add extra sets of four cells in each direction
|
752 |
-
if (Quality >= 4)
|
753 |
-
{
|
754 |
-
int offset_x;
|
755 |
-
int offset_y;
|
756 |
-
int offset_z;
|
757 |
-
for (offset_x = -1; offset_x <= 2; offset_x += 3)
|
758 |
-
{
|
759 |
-
for (offset_y = 0; offset_y <= 1; ++offset_y)
|
760 |
-
{
|
761 |
-
for (offset_z = 0; offset_z <= 1; ++offset_z)
|
762 |
-
{
|
763 |
-
offset = float3(offset_x, offset_y, offset_z);
|
764 |
-
// along x axis
|
765 |
-
p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);
|
766 |
-
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
|
767 |
-
|
768 |
-
// along y axis
|
769 |
-
p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality);
|
770 |
-
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
|
771 |
-
|
772 |
-
// along z axis
|
773 |
-
p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality);
|
774 |
-
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
|
775 |
-
}
|
776 |
-
}
|
777 |
-
}
|
778 |
-
}
|
779 |
-
|
780 |
-
// transform squared distance to real distance
|
781 |
-
return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w));
|
782 |
-
}
|
783 |
-
|
784 |
-
// Coordinates for corners of a Simplex tetrahedron
|
785 |
-
// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011
|
786 |
-
// @param v = 3D noise argument
|
787 |
-
// @return 4 corner locations
|
788 |
-
float4x3 SimplexCorners(float3 v)
|
789 |
-
{
|
790 |
-
// find base corner by skewing to tetrahedral space and back
|
791 |
-
float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3);
|
792 |
-
float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6;
|
793 |
-
float3 f = v - base;
|
794 |
-
|
795 |
-
// Find offsets to other corners (McEwan did this in tetrahedral space,
|
796 |
-
// but since skew is along x=y=z axis, this works in Euclidean space too.)
|
797 |
-
float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y);
|
798 |
-
float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0;
|
799 |
-
|
800 |
-
// four corners
|
801 |
-
return float4x3(base, base + a1, base + a2, base + 0.5);
|
802 |
-
}
|
803 |
-
|
804 |
-
// Improved smoothing function for simplex noise
|
805 |
-
// @param f = fractional distance to four tetrahedral corners
|
806 |
-
// @return weight for each corner
|
807 |
-
float4 SimplexSmooth(float4x3 f)
|
808 |
-
{
|
809 |
-
const float scale = 1024. / 375.; // scale factor to make noise -1..1
|
810 |
-
float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3]));
|
811 |
-
float4 s = math::saturate(2 * d);
|
812 |
-
return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale)));
|
813 |
-
}
|
814 |
-
|
815 |
-
// Derivative of simplex noise smoothing function
|
816 |
-
// @param f = fractional distanc eto four tetrahedral corners
|
817 |
-
// @return derivative of smoothing function for each corner by x, y and z
|
818 |
-
float3x4 SimplexDSmooth(float4x3 f)
|
819 |
-
{
|
820 |
-
const float scale = 1024. / 375.; // scale factor to make noise -1..1
|
821 |
-
float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3]));
|
822 |
-
float4 s = math::saturate(2 * d);
|
823 |
-
s = -12 * scale + s*(24 * scale - s * 12 * scale);
|
824 |
-
|
825 |
-
return float3x4(
|
826 |
-
s * float4(f[0][0], f[1][0], f[2][0], f[3][0]),
|
827 |
-
s * float4(f[0][1], f[1][1], f[2][1], f[3][1]),
|
828 |
-
s * float4(f[0][2], f[1][2], f[2][2], f[3][2]));
|
829 |
-
}
|
830 |
-
|
831 |
-
// Simplex noise and its Jacobian derivative
|
832 |
-
// @param v = 3D noise argument
|
833 |
-
// @param bTiling = whether to repeat noise pattern
|
834 |
-
// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3
|
835 |
-
// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w
|
836 |
-
// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz)
|
837 |
-
// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx
|
838 |
-
// You can use this to compute the noise, gradient, curl, or divergence:
|
839 |
-
// float3x4 J = JacobianSimplex_ALU(...);
|
840 |
-
// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise
|
841 |
-
// float3 Grad = J[0].xyz; // gradient of J[0].w
|
842 |
-
// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]);
|
843 |
-
// float Div = J[0][0]+J[1][1]+J[2][2];
|
844 |
-
// All of these are confirmed to compile out all unneeded terms.
|
845 |
-
// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation.
|
846 |
-
float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize)
|
847 |
-
{
|
848 |
-
int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);
|
849 |
-
float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000);
|
850 |
-
|
851 |
-
// corners of tetrahedron
|
852 |
-
float4x3 T = SimplexCorners(v);
|
853 |
-
// TODO: uint3
|
854 |
-
int3 rand = int3(0);
|
855 |
-
float4x3 gvec0 = float4x3(1.0);
|
856 |
-
float4x3 gvec1 = float4x3(1.0);
|
857 |
-
float4x3 gvec2 = float4x3(1.0);
|
858 |
-
float4x3 fv = float4x3(1.0);
|
859 |
-
float3x4 grad = float3x4(1.0);
|
860 |
-
|
861 |
-
// processing of tetrahedral vertices, unrolled
|
862 |
-
// to compute gradient at each corner
|
863 |
-
fv[0] = v - T[0];
|
864 |
-
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize))));
|
865 |
-
gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
|
866 |
-
gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
|
867 |
-
gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
|
868 |
-
grad[0][0] = math::dot(gvec0[0], fv[0]);
|
869 |
-
grad[1][0] = math::dot(gvec1[0], fv[0]);
|
870 |
-
grad[2][0] = math::dot(gvec2[0], fv[0]);
|
871 |
-
|
872 |
-
fv[1] = v - T[1];
|
873 |
-
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize))));
|
874 |
-
gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
|
875 |
-
gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
|
876 |
-
gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
|
877 |
-
grad[0][1] = math::dot(gvec0[1], fv[1]);
|
878 |
-
grad[1][1] = math::dot(gvec1[1], fv[1]);
|
879 |
-
grad[2][1] = math::dot(gvec2[1], fv[1]);
|
880 |
-
|
881 |
-
fv[2] = v - T[2];
|
882 |
-
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize))));
|
883 |
-
gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
|
884 |
-
gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
|
885 |
-
gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
|
886 |
-
grad[0][2] = math::dot(gvec0[2], fv[2]);
|
887 |
-
grad[1][2] = math::dot(gvec1[2], fv[2]);
|
888 |
-
grad[2][2] = math::dot(gvec2[2], fv[2]);
|
889 |
-
|
890 |
-
fv[3] = v - T[3];
|
891 |
-
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize))));
|
892 |
-
gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
|
893 |
-
gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
|
894 |
-
gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
|
895 |
-
grad[0][3] = math::dot(gvec0[3], fv[3]);
|
896 |
-
grad[1][3] = math::dot(gvec1[3], fv[3]);
|
897 |
-
grad[2][3] = math::dot(gvec2[3], fv[3]);
|
898 |
-
|
899 |
-
// blend gradients
|
900 |
-
float4 sv = SimplexSmooth(fv);
|
901 |
-
float3x4 ds = SimplexDSmooth(fv);
|
902 |
-
|
903 |
-
float3x4 jacobian = float3x4(1.0);
|
904 |
-
float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major)
|
905 |
-
jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0]));
|
906 |
-
float3 vec1 = gvec1*sv + grad[1]*ds;
|
907 |
-
jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1]));
|
908 |
-
float3 vec2 = gvec2*sv + grad[2]*ds;
|
909 |
-
jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2]));
|
910 |
-
|
911 |
-
return jacobian;
|
912 |
-
}
|
913 |
-
|
914 |
-
// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes
|
915 |
-
// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion.
|
916 |
-
float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize)
|
917 |
-
{
|
918 |
-
// verified, HLSL compiled out the switch if Function is a constant
|
919 |
-
switch(Function)
|
920 |
-
{
|
921 |
-
case 0:
|
922 |
-
return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position);
|
923 |
-
case 1:
|
924 |
-
return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize);
|
925 |
-
case 2:
|
926 |
-
return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position);
|
927 |
-
case 3:
|
928 |
-
return GradientNoise3D_ALU(Position, bTiling, RepeatSize);
|
929 |
-
case 4:
|
930 |
-
return ValueNoise3D_ALU(Position, bTiling, RepeatSize);
|
931 |
-
case 5:
|
932 |
-
return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0;
|
933 |
-
}
|
934 |
-
return 0;
|
935 |
-
}
|
936 |
-
//----------------------------------------------------------
|
937 |
-
|
938 |
-
export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize)
|
939 |
-
[[
|
940 |
-
anno::description("Noise"),
|
941 |
-
anno::noinline()
|
942 |
-
]]
|
943 |
-
{
|
944 |
-
Position *= Scale;
|
945 |
-
FilterWidth *= Scale;
|
946 |
-
|
947 |
-
float Out = 0.0f;
|
948 |
-
float OutScale = 1.0f;
|
949 |
-
float InvLevelScale = 1.0f / LevelScale;
|
950 |
-
|
951 |
-
int iFunction(Function);
|
952 |
-
int iQuality(Quality);
|
953 |
-
int iLevels(Levels);
|
954 |
-
bool bTurbulence(Turbulence);
|
955 |
-
bool bTiling(Tiling);
|
956 |
-
|
957 |
-
for(int i = 0; i < iLevels; ++i)
|
958 |
-
{
|
959 |
-
// fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions)
|
960 |
-
OutScale *= math::saturate(1.0 - FilterWidth);
|
961 |
-
|
962 |
-
if(bTurbulence)
|
963 |
-
{
|
964 |
-
Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale;
|
965 |
-
}
|
966 |
-
else
|
967 |
-
{
|
968 |
-
Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale;
|
969 |
-
}
|
970 |
-
|
971 |
-
Position *= LevelScale;
|
972 |
-
RepeatSize *= LevelScale;
|
973 |
-
OutScale *= InvLevelScale;
|
974 |
-
FilterWidth *= LevelScale;
|
975 |
-
}
|
976 |
-
|
977 |
-
if(!bTurbulence)
|
978 |
-
{
|
979 |
-
// bring -1..1 to 0..1 range
|
980 |
-
Out = Out * 0.5f + 0.5f;
|
981 |
-
}
|
982 |
-
|
983 |
-
// Out is in 0..1 range
|
984 |
-
return math::lerp(OutputMin, OutputMax, Out);
|
985 |
-
}
|
986 |
-
|
987 |
-
// Material node for noise functions returning a vector value
|
988 |
-
// @param LevelScale usually 2 but higher values allow efficient use of few levels
|
989 |
-
// @return in user defined range (OutputMin..OutputMax)
|
990 |
-
export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)
|
991 |
-
[[
|
992 |
-
anno::description("Vector Noise"),
|
993 |
-
anno::noinline()
|
994 |
-
]]
|
995 |
-
{
|
996 |
-
float4 result = float4(0,0,0,1);
|
997 |
-
float3 ret = float3(0);
|
998 |
-
int iQuality = int(Quality);
|
999 |
-
int iFunction = int(Function);
|
1000 |
-
bool bTiling = Tiling > 0.0;
|
1001 |
-
|
1002 |
-
float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used
|
1003 |
-
|
1004 |
-
// verified, HLSL compiled out the switch if Function is a constant
|
1005 |
-
switch (iFunction)
|
1006 |
-
{
|
1007 |
-
case 0: // Cellnoise
|
1008 |
-
ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff;
|
1009 |
-
result = float4(ret.x, ret.y, ret.z, 1);
|
1010 |
-
break;
|
1011 |
-
case 1: // Color noise
|
1012 |
-
ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w);
|
1013 |
-
result = float4(ret.x, ret.y, ret.z, 1);
|
1014 |
-
break;
|
1015 |
-
case 2: // Gradient
|
1016 |
-
result = Jacobian[0];
|
1017 |
-
break;
|
1018 |
-
case 3: // Curl
|
1019 |
-
ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]);
|
1020 |
-
result = float4(ret.x, ret.y, ret.z, 1);
|
1021 |
-
break;
|
1022 |
-
case 4: // Voronoi
|
1023 |
-
result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false);
|
1024 |
-
break;
|
1025 |
-
}
|
1026 |
-
return result;
|
1027 |
-
}
|
1028 |
-
|
1029 |
-
export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)
|
1030 |
-
[[
|
1031 |
-
anno::description("Vector Noise float3 version"),
|
1032 |
-
anno::noinline()
|
1033 |
-
]]
|
1034 |
-
{
|
1035 |
-
float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize);
|
1036 |
-
return float3(noise.x, noise.y, noise.z);
|
1037 |
-
}
|
1038 |
-
|
1039 |
-
|
1040 |
-
// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view
|
1041 |
-
export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]])
|
1042 |
-
[[
|
1043 |
-
anno::description("Fresnel"),
|
1044 |
-
anno::noinline()
|
1045 |
-
]]
|
1046 |
-
{
|
1047 |
-
return 0.0;
|
1048 |
-
}
|
1049 |
-
|
1050 |
-
export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]],
|
1051 |
-
bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]],
|
1052 |
-
bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]],
|
1053 |
-
bool clamp_fresnel_dot_product [[anno::unused()]])
|
1054 |
-
[[
|
1055 |
-
anno::description("Fresnel Function"),
|
1056 |
-
anno::noinline()
|
1057 |
-
]]
|
1058 |
-
{
|
1059 |
-
return 0.0;
|
1060 |
-
}
|
1061 |
-
|
1062 |
-
export float3 camera_vector(uniform bool up_z = true)
|
1063 |
-
[[
|
1064 |
-
anno::description("Camera Vector"),
|
1065 |
-
anno::noinline()
|
1066 |
-
]]
|
1067 |
-
{
|
1068 |
-
// assume camera postion is 0,0,0
|
1069 |
-
return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z));
|
1070 |
-
}
|
1071 |
-
|
1072 |
-
export float pixel_depth()
|
1073 |
-
[[
|
1074 |
-
anno::description("Pixel Depth"),
|
1075 |
-
anno::noinline()
|
1076 |
-
]]
|
1077 |
-
{
|
1078 |
-
return 256.0f;
|
1079 |
-
}
|
1080 |
-
|
1081 |
-
export float scene_depth()
|
1082 |
-
[[
|
1083 |
-
anno::description("Scene Depth")
|
1084 |
-
]]
|
1085 |
-
{
|
1086 |
-
return 65500.0f;
|
1087 |
-
}
|
1088 |
-
|
1089 |
-
export float3 scene_color()
|
1090 |
-
[[
|
1091 |
-
anno::description("Scene Color")
|
1092 |
-
]]
|
1093 |
-
{
|
1094 |
-
return float3(1.0f);
|
1095 |
-
}
|
1096 |
-
|
1097 |
-
export float4 vertex_color()
|
1098 |
-
[[
|
1099 |
-
anno::description("Vertex Color"),
|
1100 |
-
anno::noinline()
|
1101 |
-
]]
|
1102 |
-
{
|
1103 |
-
return float4(1.0f);
|
1104 |
-
}
|
1105 |
-
|
1106 |
-
export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex)
|
1107 |
-
[[
|
1108 |
-
anno::description("Vertex Color for float2 PrimVar"),
|
1109 |
-
anno::noinline()
|
1110 |
-
]]
|
1111 |
-
{
|
1112 |
-
// Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead
|
1113 |
-
return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y);
|
1114 |
-
}
|
1115 |
-
|
1116 |
-
export float3 camera_position()
|
1117 |
-
[[
|
1118 |
-
anno::description("Camera Position"),
|
1119 |
-
anno::noinline()
|
1120 |
-
]]
|
1121 |
-
{
|
1122 |
-
return float3(1000.0f, 0, 0);
|
1123 |
-
}
|
1124 |
-
|
1125 |
-
export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position)
|
1126 |
-
[[
|
1127 |
-
anno::description("Rotates Position about the given axis by the given angle")
|
1128 |
-
]]
|
1129 |
-
{
|
1130 |
-
// Project Position onto the rotation axis and find the closest point on the axis to Position
|
1131 |
-
float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z);
|
1132 |
-
float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis);
|
1133 |
-
// Construct orthogonal axes in the plane of the rotation
|
1134 |
-
float3 UAxis = Position - ClosestPointOnAxis;
|
1135 |
-
float3 VAxis = math::cross(NormalizedRotationAxis, UAxis);
|
1136 |
-
float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w);
|
1137 |
-
// Rotate using the orthogonal axes
|
1138 |
-
float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0];
|
1139 |
-
// Reconstruct the rotated world space position
|
1140 |
-
float3 RotatedPosition = ClosestPointOnAxis + R;
|
1141 |
-
// Convert from position to a position offset
|
1142 |
-
return RotatedPosition - Position;
|
1143 |
-
}
|
1144 |
-
|
1145 |
-
export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset)
|
1146 |
-
[[
|
1147 |
-
anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied")
|
1148 |
-
]]
|
1149 |
-
{
|
1150 |
-
return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset;
|
1151 |
-
}
|
1152 |
-
|
1153 |
-
export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true)
|
1154 |
-
[[
|
1155 |
-
anno::description("Reflection vector about the specified world space normal")
|
1156 |
-
]]
|
1157 |
-
{
|
1158 |
-
if (bNormalizeInputNormal)
|
1159 |
-
{
|
1160 |
-
WorldNormal = math::normalize(WorldNormal);
|
1161 |
-
}
|
1162 |
-
|
1163 |
-
return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0;
|
1164 |
-
}
|
1165 |
-
|
1166 |
-
export float3 reflection_vector(uniform bool up_z = true)
|
1167 |
-
[[
|
1168 |
-
anno::description("Reflection Vector"),
|
1169 |
-
anno::noinline()
|
1170 |
-
]]
|
1171 |
-
{
|
1172 |
-
float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
|
1173 |
-
return reflection_custom_world_normal(normal, false, up_z);
|
1174 |
-
}
|
1175 |
-
|
1176 |
-
export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]])
|
1177 |
-
[[
|
1178 |
-
anno::description("Dither TemporalAA"),
|
1179 |
-
anno::noinline()
|
1180 |
-
]]
|
1181 |
-
{
|
1182 |
-
return AlphaThreshold;
|
1183 |
-
}
|
1184 |
-
|
1185 |
-
export float3 black_body( float Temp )
|
1186 |
-
[[
|
1187 |
-
anno::description("Black Body"),
|
1188 |
-
anno::noinline()
|
1189 |
-
]]
|
1190 |
-
{
|
1191 |
-
float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp );
|
1192 |
-
float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp );
|
1193 |
-
|
1194 |
-
float x = 3*u / ( 2*u - 8*v + 4 );
|
1195 |
-
float y = 2*v / ( 2*u - 8*v + 4 );
|
1196 |
-
float z = 1 - x - y;
|
1197 |
-
|
1198 |
-
float Y = 1;
|
1199 |
-
float X = Y/y * x;
|
1200 |
-
float Z = Y/y * z;
|
1201 |
-
|
1202 |
-
float3x3 XYZtoRGB = float3x3(
|
1203 |
-
float3(3.2404542, -1.5371385, -0.4985314),
|
1204 |
-
float3(-0.9692660, 1.8760108, 0.0415560),
|
1205 |
-
float3(0.0556434, -0.2040259, 1.0572252)
|
1206 |
-
);
|
1207 |
-
|
1208 |
-
return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 );
|
1209 |
-
}
|
1210 |
-
|
1211 |
-
export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances)
|
1212 |
-
[[
|
1213 |
-
anno::description("Per Instance Random"),
|
1214 |
-
anno::noinline()
|
1215 |
-
]]
|
1216 |
-
{
|
1217 |
-
float weight = state::object_id() / float(NumberInstances);
|
1218 |
-
return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x;
|
1219 |
-
}
|
1220 |
-
|
1221 |
-
//------------------ Hair from UE4 -----------------------
|
1222 |
-
float3 hair_absorption_to_color(float3 A)
|
1223 |
-
{
|
1224 |
-
const float B = 0.3f;
|
1225 |
-
float b2 = B * B;
|
1226 |
-
float b3 = B * b2;
|
1227 |
-
float b4 = b2 * b2;
|
1228 |
-
float b5 = B * b4;
|
1229 |
-
float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5);
|
1230 |
-
return math::exp(-math::sqrt(A) * D);
|
1231 |
-
}
|
1232 |
-
|
1233 |
-
float3 hair_color_to_absorption(float3 C)
|
1234 |
-
{
|
1235 |
-
const float B = 0.3f;
|
1236 |
-
float b2 = B * B;
|
1237 |
-
float b3 = B * b2;
|
1238 |
-
float b4 = b2 * b2;
|
1239 |
-
float b5 = B * b4;
|
1240 |
-
float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5);
|
1241 |
-
return math::pow(math::log(C) / D, 2.0f);
|
1242 |
-
}
|
1243 |
-
|
1244 |
-
export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor)
|
1245 |
-
[[
|
1246 |
-
anno::description("Hair Color")
|
1247 |
-
]]
|
1248 |
-
{
|
1249 |
-
InMelanin = math::saturate(InMelanin);
|
1250 |
-
InRedness = math::saturate(InRedness);
|
1251 |
-
float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f));
|
1252 |
-
float Eumelanin = Melanin * (1 - InRedness);
|
1253 |
-
float Pheomelanin = Melanin * InRedness;
|
1254 |
-
|
1255 |
-
float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor));
|
1256 |
-
float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f);
|
1257 |
-
|
1258 |
-
return hair_absorption_to_color(Absorption + DyeAbsorption);
|
1259 |
-
}
|
1260 |
-
|
1261 |
-
export float3 local_object_bounds_min()
|
1262 |
-
[[
|
1263 |
-
anno::description("Local Object Bounds Min"),
|
1264 |
-
anno::noinline()
|
1265 |
-
]]
|
1266 |
-
{
|
1267 |
-
return float3(0.0);
|
1268 |
-
}
|
1269 |
-
|
1270 |
-
export float3 local_object_bounds_max()
|
1271 |
-
[[
|
1272 |
-
anno::description("Local Object Bounds Max"),
|
1273 |
-
anno::noinline()
|
1274 |
-
]]
|
1275 |
-
{
|
1276 |
-
return float3(100.0);
|
1277 |
-
}
|
1278 |
-
|
1279 |
-
export float3 object_bounds()
|
1280 |
-
[[
|
1281 |
-
anno::description("Object Bounds"),
|
1282 |
-
anno::noinline()
|
1283 |
-
]]
|
1284 |
-
{
|
1285 |
-
return float3(100.0);
|
1286 |
-
}
|
1287 |
-
|
1288 |
-
export float object_radius()
|
1289 |
-
[[
|
1290 |
-
anno::description("Object Radius"),
|
1291 |
-
anno::noinline()
|
1292 |
-
]]
|
1293 |
-
{
|
1294 |
-
return 100.0f;
|
1295 |
-
}
|
1296 |
-
|
1297 |
-
export float3 object_world_position(uniform bool up_z = true)
|
1298 |
-
[[
|
1299 |
-
anno::description("Object World Position"),
|
1300 |
-
anno::noinline()
|
1301 |
-
]]
|
1302 |
-
{
|
1303 |
-
return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0;
|
1304 |
-
}
|
1305 |
-
|
1306 |
-
export float3 object_orientation()
|
1307 |
-
[[
|
1308 |
-
anno::description("Object Orientation"),
|
1309 |
-
anno::noinline()
|
1310 |
-
]]
|
1311 |
-
{
|
1312 |
-
return float3(0);
|
1313 |
-
}
|
1314 |
-
|
1315 |
-
export float rcp(float x)
|
1316 |
-
[[
|
1317 |
-
anno::description("hlsl rcp"),
|
1318 |
-
anno::noinline()
|
1319 |
-
]]
|
1320 |
-
{
|
1321 |
-
return 1.0f / x;
|
1322 |
-
}
|
1323 |
-
|
1324 |
-
export float2 rcp(float2 x)
|
1325 |
-
[[
|
1326 |
-
anno::description("hlsl rcp"),
|
1327 |
-
anno::noinline()
|
1328 |
-
]]
|
1329 |
-
{
|
1330 |
-
return 1.0f / x;
|
1331 |
-
}
|
1332 |
-
|
1333 |
-
export float3 rcp(float3 x)
|
1334 |
-
[[
|
1335 |
-
anno::description("hlsl rcp"),
|
1336 |
-
anno::noinline()
|
1337 |
-
]]
|
1338 |
-
{
|
1339 |
-
return 1.0f / x;
|
1340 |
-
}
|
1341 |
-
|
1342 |
-
export float4 rcp(float4 x)
|
1343 |
-
[[
|
1344 |
-
anno::description("hlsl rcp"),
|
1345 |
-
anno::noinline()
|
1346 |
-
]]
|
1347 |
-
{
|
1348 |
-
return 1.0f / x;
|
1349 |
-
}
|
1350 |
-
|
1351 |
-
export int BitFieldExtractI32(int Data, int Size, int Offset)
|
1352 |
-
[[
|
1353 |
-
anno::description("BitFieldExtractI32 int"),
|
1354 |
-
anno::noinline()
|
1355 |
-
]]
|
1356 |
-
{
|
1357 |
-
Size &= 3;
|
1358 |
-
Offset &= 3;
|
1359 |
-
|
1360 |
-
if (Size == 0)
|
1361 |
-
return 0;
|
1362 |
-
else if (Offset + Size < 32)
|
1363 |
-
return (Data << (32 - Size - Offset)) >> (32 - Size);
|
1364 |
-
else
|
1365 |
-
return Data >> Offset;
|
1366 |
-
}
|
1367 |
-
|
1368 |
-
export int BitFieldExtractI32(float Data, float Size, float Offset)
|
1369 |
-
[[
|
1370 |
-
anno::description("BitFieldExtractI32 float"),
|
1371 |
-
anno::noinline()
|
1372 |
-
]]
|
1373 |
-
{
|
1374 |
-
return BitFieldExtractI32(int(Data), int(Size), int(Offset));
|
1375 |
-
}
|
1376 |
-
|
1377 |
-
export int BitFieldExtractU32(float Data, float Size, float Offset)
|
1378 |
-
[[
|
1379 |
-
anno::description("BitFieldExtractU32 float"),
|
1380 |
-
anno::noinline()
|
1381 |
-
]]
|
1382 |
-
{
|
1383 |
-
return BitFieldExtractI32(Data, Size, Offset);
|
1384 |
-
}
|
1385 |
-
|
1386 |
-
export int BitFieldExtractU32(int Data, int Size, int Offset)
|
1387 |
-
[[
|
1388 |
-
anno::description("BitFieldExtractU32 int"),
|
1389 |
-
anno::noinline()
|
1390 |
-
]]
|
1391 |
-
{
|
1392 |
-
return BitFieldExtractI32(Data, Size, Offset);
|
1393 |
-
}
|
1394 |
-
|
1395 |
-
export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha)
|
1396 |
-
[[
|
1397 |
-
anno::description("EyeAdaptationInverseLookup"),
|
1398 |
-
anno::noinline()
|
1399 |
-
]]
|
1400 |
-
{
|
1401 |
-
float Adaptation = 1.0f;
|
1402 |
-
|
1403 |
-
// When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation.
|
1404 |
-
// So the lerped value is:
|
1405 |
-
// LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T)
|
1406 |
-
// Which is simplified as:
|
1407 |
-
// LerpLogScale = Lerp(0,-log(Adaptation),T)
|
1408 |
-
// LerpLogScale = -T * logAdaptation;
|
1409 |
-
|
1410 |
-
float LerpLogScale = -Alpha * math::log(Adaptation);
|
1411 |
-
float Scale = math::exp(LerpLogScale);
|
1412 |
-
return LightValue * Scale;
|
1413 |
-
}
|
|
|
1 |
+
version https://git-lfs.github.com/spec/v1
|
2 |
+
oid sha256:edd3067b28e9e123c8140a132c6cc33a8c555def0a7b22b50e174e5f26532ff3
|
3 |
+
size 50693
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|
kujiale_0042/Materials/OmniUe4Translucent.mdl
CHANGED
@@ -1,233 +1,3 @@
|
|
1 |
-
|
2 |
-
|
3 |
-
|
4 |
-
* Redistribution and use in source and binary forms, with or without
|
5 |
-
* modification, are permitted provided that the following conditions
|
6 |
-
* are met:
|
7 |
-
* * Redistributions of source code must retain the above copyright
|
8 |
-
* notice, this list of conditions and the following disclaimer.
|
9 |
-
* * Redistributions in binary form must reproduce the above copyright
|
10 |
-
* notice, this list of conditions and the following disclaimer in the
|
11 |
-
* documentation and/or other materials provided with the distribution.
|
12 |
-
* * Neither the name of NVIDIA CORPORATION nor the names of its
|
13 |
-
* contributors may be used to endorse or promote products derived
|
14 |
-
* from this software without specific prior written permission.
|
15 |
-
*
|
16 |
-
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
|
17 |
-
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
18 |
-
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
19 |
-
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
20 |
-
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
21 |
-
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
22 |
-
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
23 |
-
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
24 |
-
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
25 |
-
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
26 |
-
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
27 |
-
**************************************************************************************************/
|
28 |
-
|
29 |
-
//* 1.0.0 - first version
|
30 |
-
//* 1.0.1 - Emissive color affected by opacity
|
31 |
-
// - Support opacity mask
|
32 |
-
//* 1.0.2 - Unlit translucent
|
33 |
-
//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf
|
34 |
-
//* 1.0.4 - using absolute import paths when importing standard modules
|
35 |
-
|
36 |
-
mdl 1.3;
|
37 |
-
|
38 |
-
import ::df::*;
|
39 |
-
import ::state::*;
|
40 |
-
import ::math::*;
|
41 |
-
import ::tex::*;
|
42 |
-
import ::anno::*;
|
43 |
-
|
44 |
-
float emissive_multiplier()
|
45 |
-
[[
|
46 |
-
anno::description("the multiplier to convert UE4 emissive to raw data"),
|
47 |
-
anno::noinline()
|
48 |
-
]]
|
49 |
-
{
|
50 |
-
return 20.0f * 128.0f;
|
51 |
-
}
|
52 |
-
|
53 |
-
color get_translucent_tint(color base_color, float opacity)
|
54 |
-
[[
|
55 |
-
anno::description("base color of UE4 translucent"),
|
56 |
-
anno::noinline()
|
57 |
-
]]
|
58 |
-
{
|
59 |
-
return math::lerp(color(1.0), base_color, opacity);
|
60 |
-
}
|
61 |
-
|
62 |
-
// Just for UE4 distilling
|
63 |
-
float get_translucent_opacity(float opacity)
|
64 |
-
[[
|
65 |
-
anno::noinline()
|
66 |
-
]]
|
67 |
-
{
|
68 |
-
return opacity;
|
69 |
-
}
|
70 |
-
|
71 |
-
color get_emissive_intensity(color emissive, float opacity)
|
72 |
-
[[
|
73 |
-
anno::description("emissive color of UE4 translucent"),
|
74 |
-
anno::noinline()
|
75 |
-
]]
|
76 |
-
{
|
77 |
-
return emissive * opacity;
|
78 |
-
}
|
79 |
-
|
80 |
-
float3 tangent_space_normal(
|
81 |
-
float3 normal = float3(0.0,0.0,1.0),
|
82 |
-
float3 tangent_u = state::texture_tangent_u(0),
|
83 |
-
float3 tangent_v = state::texture_tangent_v(0)
|
84 |
-
)
|
85 |
-
[[
|
86 |
-
anno::description("Interprets the vector in tangent space"),
|
87 |
-
anno::noinline()
|
88 |
-
]]
|
89 |
-
{
|
90 |
-
return math::normalize(
|
91 |
-
tangent_u * normal.x -
|
92 |
-
tangent_v * normal.y + /* flip_tangent_v */
|
93 |
-
state::normal() * (normal.z));
|
94 |
-
}
|
95 |
-
|
96 |
-
float3 world_space_normal(
|
97 |
-
float3 normal = float3(0.0,0.0,1.0),
|
98 |
-
float3 tangent_u = state::texture_tangent_u(0),
|
99 |
-
float3 tangent_v = state::texture_tangent_v(0)
|
100 |
-
)
|
101 |
-
[[
|
102 |
-
anno::description("Interprets the vector in world space"),
|
103 |
-
anno::noinline()
|
104 |
-
]]
|
105 |
-
{
|
106 |
-
return tangent_space_normal(
|
107 |
-
math::normalize(
|
108 |
-
normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) -
|
109 |
-
normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) +
|
110 |
-
normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)),
|
111 |
-
tangent_u,
|
112 |
-
tangent_v
|
113 |
-
);
|
114 |
-
}
|
115 |
-
|
116 |
-
export material OmniUe4Translucent(
|
117 |
-
float3 base_color = float3(0.0, 0.0, 0.0),
|
118 |
-
float metallic = 0.0,
|
119 |
-
float roughness = 0.5,
|
120 |
-
float specular = 0.5,
|
121 |
-
float3 normal = float3(0.0,0.0,1.0),
|
122 |
-
uniform bool enable_opacity = true,
|
123 |
-
float opacity = 1.0,
|
124 |
-
float opacity_mask = 1.0,
|
125 |
-
float3 emissive_color = float3(0.0, 0.0, 0.0),
|
126 |
-
float3 displacement = float3(0.0),
|
127 |
-
uniform float refraction = 1.0,
|
128 |
-
uniform bool two_sided = false,
|
129 |
-
uniform bool is_tangent_space_normal = true,
|
130 |
-
uniform bool is_unlit = false
|
131 |
-
)
|
132 |
-
[[
|
133 |
-
anno::display_name("Omni UE4 Translucent"),
|
134 |
-
anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"),
|
135 |
-
anno::version( 1, 0, 0),
|
136 |
-
anno::author("NVIDIA CORPORATION"),
|
137 |
-
anno::key_words(string[]("omni", "UE4", "omniverse", "translucent"))
|
138 |
-
]]
|
139 |
-
= let {
|
140 |
-
color final_base_color = math::saturate(base_color);
|
141 |
-
float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f);
|
142 |
-
float final_roughness = math::saturate(roughness);
|
143 |
-
float final_specular = math::saturate(specular);
|
144 |
-
color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/
|
145 |
-
float final_opacity = math::saturate(opacity);
|
146 |
-
float3 final_normal = math::normalize(normal);
|
147 |
-
|
148 |
-
|
149 |
-
// - compute final roughness by squaring the "roughness" parameter
|
150 |
-
float alpha = final_roughness * final_roughness;
|
151 |
-
// reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering
|
152 |
-
float grazing_refl = math::max((1.0 - final_roughness), 0.0);
|
153 |
-
|
154 |
-
float3 the_normal = is_unlit ? state::normal() :
|
155 |
-
(is_tangent_space_normal ?
|
156 |
-
tangent_space_normal(
|
157 |
-
normal: final_normal,
|
158 |
-
tangent_u: state::texture_tangent_u(0),
|
159 |
-
tangent_v: state::texture_tangent_v(0)
|
160 |
-
) : world_space_normal(
|
161 |
-
normal: final_normal,
|
162 |
-
tangent_u: state::texture_tangent_u(0),
|
163 |
-
tangent_v: state::texture_tangent_v(0)
|
164 |
-
));
|
165 |
-
|
166 |
-
// for the dielectric component we layer the glossy component on top of the diffuse one,
|
167 |
-
// the glossy layer has no color tint
|
168 |
-
|
169 |
-
bsdf dielectric_component = df::custom_curve_layer(
|
170 |
-
weight: final_specular,
|
171 |
-
normal_reflectivity: 0.08,
|
172 |
-
grazing_reflectivity: grazing_refl,
|
173 |
-
layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha),
|
174 |
-
base: df::diffuse_reflection_bsdf(tint: final_base_color));
|
175 |
-
|
176 |
-
// the metallic component doesn't have a diffuse component, it's only glossy
|
177 |
-
// base_color is applied to tint it
|
178 |
-
bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha);
|
179 |
-
|
180 |
-
// final BSDF is a linear blend between dielectric and metallic component
|
181 |
-
bsdf dielectric_metal_mix =
|
182 |
-
df::normalized_mix(
|
183 |
-
components:
|
184 |
-
df::bsdf_component[](
|
185 |
-
df::bsdf_component(
|
186 |
-
component: metallic_component,
|
187 |
-
weight: final_metallic),
|
188 |
-
df::bsdf_component(
|
189 |
-
component: dielectric_component,
|
190 |
-
weight: 1.0-final_metallic)
|
191 |
-
)
|
192 |
-
);
|
193 |
-
|
194 |
-
bsdf frosted_bsdf = df::specular_bsdf(
|
195 |
-
tint: color(1),
|
196 |
-
mode: df::scatter_reflect_transmit
|
197 |
-
);
|
198 |
-
|
199 |
-
bsdf final_mix_bsdf =
|
200 |
-
is_unlit ? df::specular_bsdf(
|
201 |
-
tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity),
|
202 |
-
mode: df::scatter_reflect_transmit
|
203 |
-
)
|
204 |
-
: df::normalized_mix(
|
205 |
-
components:
|
206 |
-
df::bsdf_component[](
|
207 |
-
df::bsdf_component(
|
208 |
-
component: dielectric_metal_mix,
|
209 |
-
weight: get_translucent_opacity(final_opacity)),
|
210 |
-
df::bsdf_component(
|
211 |
-
component: frosted_bsdf,
|
212 |
-
weight: 1.0-get_translucent_opacity(final_opacity))
|
213 |
-
)
|
214 |
-
);
|
215 |
-
}
|
216 |
-
in material(
|
217 |
-
thin_walled: two_sided, // Graphene?
|
218 |
-
ior: color(refraction), //refraction
|
219 |
-
surface: material_surface(
|
220 |
-
scattering: final_mix_bsdf,
|
221 |
-
emission:
|
222 |
-
material_emission (
|
223 |
-
emission: df::diffuse_edf (),
|
224 |
-
intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity)
|
225 |
-
)
|
226 |
-
),
|
227 |
-
|
228 |
-
geometry: material_geometry(
|
229 |
-
displacement: displacement,
|
230 |
-
normal: the_normal,
|
231 |
-
cutout_opacity: enable_opacity ? opacity_mask : 1.0
|
232 |
-
)
|
233 |
-
);
|
|
|
1 |
+
version https://git-lfs.github.com/spec/v1
|
2 |
+
oid sha256:f8f8398c2f421a2176827f7012a80f65a03c0bd2067d768e2094a4350f67a0af
|
3 |
+
size 8535
|
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kujiale_0042/Materials/WorldGridMaterial.mdl
CHANGED
@@ -1,77 +1,3 @@
|
|
1 |
-
|
2 |
-
|
3 |
-
|
4 |
-
import ::state::*;
|
5 |
-
import ::tex::*;
|
6 |
-
import ::anno::*;
|
7 |
-
import ::scene::*;
|
8 |
-
using .::OmniUe4Function import *;
|
9 |
-
using .::OmniUe4Base import *;
|
10 |
-
|
11 |
-
export annotation sampler_color();
|
12 |
-
export annotation sampler_normal();
|
13 |
-
export annotation sampler_grayscale();
|
14 |
-
export annotation sampler_alpha();
|
15 |
-
export annotation sampler_masks();
|
16 |
-
export annotation sampler_distancefield();
|
17 |
-
export annotation dither_masked_off();
|
18 |
-
export annotation world_space_normal();
|
19 |
-
|
20 |
-
export material WorldGridMaterial(
|
21 |
-
int MaxTexCoordIndex = 3
|
22 |
-
[[
|
23 |
-
anno::hidden()
|
24 |
-
]])
|
25 |
-
=
|
26 |
-
let {
|
27 |
-
float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
|
28 |
-
float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
|
29 |
-
|
30 |
-
float2 Local0 = (CustomizedUV0_mdl / 2.0);
|
31 |
-
float2 Local1 = (Local0 / 0.05);
|
32 |
-
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));
|
33 |
-
float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0));
|
34 |
-
|
35 |
-
float3 Normal_mdl = Local3;
|
36 |
-
|
37 |
-
float2 Local4 = (CustomizedUV0_mdl * 20.0);
|
38 |
-
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);
|
39 |
-
float Local6 = math::lerp(0.4,1.0,Local5.x);
|
40 |
-
float Local7 = (1.0 - Local6);
|
41 |
-
float2 Local8 = (Local0 / 0.1);
|
42 |
-
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);
|
43 |
-
float Local10 = math::lerp(Local9.y,1.0,0.0);
|
44 |
-
float Local11 = math::lerp(Local6,Local7,Local10);
|
45 |
-
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);
|
46 |
-
float Local13 = math::lerp(Local9.y,0.0,0.0);
|
47 |
-
float Local14 = (Local12.y + Local13);
|
48 |
-
float Local15 = math::lerp(Local14,0.5,0.5);
|
49 |
-
float Local16 = math::lerp(0.295,0.66,Local15);
|
50 |
-
float Local17 = (Local16 * 0.5);
|
51 |
-
float Local18 = (Local11 * Local17);
|
52 |
-
float Local19 = math::lerp(0.0,0.5,Local12.y);
|
53 |
-
float Local20 = math::lerp(0.7,1.0,Local9.y);
|
54 |
-
float Local21 = math::lerp(Local20,1.0,0.0);
|
55 |
-
float Local22 = (Local21 * 1.0);
|
56 |
-
float Local23 = (Local19 + Local22);
|
57 |
-
float Local24 = math::min(math::max(Local23,0.0),1.0);
|
58 |
-
|
59 |
-
float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
|
60 |
-
float OpacityMask_mdl = 1.0;
|
61 |
-
float3 BaseColor_mdl = float3(Local18,Local18,Local18);
|
62 |
-
float Metallic_mdl = 0.0;
|
63 |
-
float Specular_mdl = 0.5;
|
64 |
-
float Roughness_mdl = Local24;
|
65 |
-
float SurfaceThickness_mdl = 0.01;
|
66 |
-
|
67 |
-
} in
|
68 |
-
::OmniUe4Base(
|
69 |
-
base_color: BaseColor_mdl,
|
70 |
-
metallic: Metallic_mdl,
|
71 |
-
roughness: Roughness_mdl,
|
72 |
-
specular: Specular_mdl,
|
73 |
-
normal: Normal_mdl,
|
74 |
-
opacity: OpacityMask_mdl,
|
75 |
-
emissive_color: EmissiveColor_mdl,
|
76 |
-
displacement: WorldPositionOffset_mdl,
|
77 |
-
two_sided: false);
|
|
|
1 |
+
version https://git-lfs.github.com/spec/v1
|
2 |
+
oid sha256:d9a289a30070c90a3500f832985c683c133587bfdcab00ccf3a2af35d8fa25fe
|
3 |
+
size 3108
|
|
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|
kujiale_0042/Meshes/bathroom_product_0000.usd
CHANGED
Binary files a/kujiale_0042/Meshes/bathroom_product_0000.usd and b/kujiale_0042/Meshes/bathroom_product_0000.usd differ
|
|
kujiale_0042/Meshes/bathroom_product_0002.usd
CHANGED
Binary files a/kujiale_0042/Meshes/bathroom_product_0002.usd and b/kujiale_0042/Meshes/bathroom_product_0002.usd differ
|
|
kujiale_0042/Meshes/bathroom_product_0004.usd
CHANGED
Binary files a/kujiale_0042/Meshes/bathroom_product_0004.usd and b/kujiale_0042/Meshes/bathroom_product_0004.usd differ
|
|
kujiale_0042/Meshes/book_0000.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0000.usd and b/kujiale_0042/Meshes/book_0000.usd differ
|
|
kujiale_0042/Meshes/book_0001.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0001.usd and b/kujiale_0042/Meshes/book_0001.usd differ
|
|
kujiale_0042/Meshes/book_0002.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0002.usd and b/kujiale_0042/Meshes/book_0002.usd differ
|
|
kujiale_0042/Meshes/book_0003.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0003.usd and b/kujiale_0042/Meshes/book_0003.usd differ
|
|
kujiale_0042/Meshes/book_0004.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0004.usd and b/kujiale_0042/Meshes/book_0004.usd differ
|
|
kujiale_0042/Meshes/book_0005.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0005.usd and b/kujiale_0042/Meshes/book_0005.usd differ
|
|
kujiale_0042/Meshes/book_0006.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0006.usd and b/kujiale_0042/Meshes/book_0006.usd differ
|
|
kujiale_0042/Meshes/book_0007.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0007.usd and b/kujiale_0042/Meshes/book_0007.usd differ
|
|
kujiale_0042/Meshes/book_0008.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0008.usd and b/kujiale_0042/Meshes/book_0008.usd differ
|
|
kujiale_0042/Meshes/book_0009.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0009.usd and b/kujiale_0042/Meshes/book_0009.usd differ
|
|
kujiale_0042/Meshes/book_0010.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0010.usd and b/kujiale_0042/Meshes/book_0010.usd differ
|
|
kujiale_0042/Meshes/book_0011.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0011.usd and b/kujiale_0042/Meshes/book_0011.usd differ
|
|
kujiale_0042/Meshes/book_0012.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0012.usd and b/kujiale_0042/Meshes/book_0012.usd differ
|
|
kujiale_0042/Meshes/book_0013.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0013.usd and b/kujiale_0042/Meshes/book_0013.usd differ
|
|
kujiale_0042/Meshes/book_0014.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0014.usd and b/kujiale_0042/Meshes/book_0014.usd differ
|
|
kujiale_0042/Meshes/book_0015.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0015.usd and b/kujiale_0042/Meshes/book_0015.usd differ
|
|
kujiale_0042/Meshes/book_0016.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0016.usd and b/kujiale_0042/Meshes/book_0016.usd differ
|
|
kujiale_0042/Meshes/book_0017.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0017.usd and b/kujiale_0042/Meshes/book_0017.usd differ
|
|
kujiale_0042/Meshes/book_0018.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0018.usd and b/kujiale_0042/Meshes/book_0018.usd differ
|
|
kujiale_0042/Meshes/book_0019.usd
CHANGED
Binary files a/kujiale_0042/Meshes/book_0019.usd and b/kujiale_0042/Meshes/book_0019.usd differ
|
|
kujiale_0042/Meshes/ceiling_0006.usd
CHANGED
Binary files a/kujiale_0042/Meshes/ceiling_0006.usd and b/kujiale_0042/Meshes/ceiling_0006.usd differ
|
|
kujiale_0042/Meshes/ceiling_0007.usd
CHANGED
Binary files a/kujiale_0042/Meshes/ceiling_0007.usd and b/kujiale_0042/Meshes/ceiling_0007.usd differ
|
|
kujiale_0042/Meshes/ceiling_0008.usd
CHANGED
Binary files a/kujiale_0042/Meshes/ceiling_0008.usd and b/kujiale_0042/Meshes/ceiling_0008.usd differ
|
|
kujiale_0042/Meshes/ceiling_0009.usd
CHANGED
Binary files a/kujiale_0042/Meshes/ceiling_0009.usd and b/kujiale_0042/Meshes/ceiling_0009.usd differ
|
|
kujiale_0042/Meshes/ceiling_0010.usd
CHANGED
Binary files a/kujiale_0042/Meshes/ceiling_0010.usd and b/kujiale_0042/Meshes/ceiling_0010.usd differ
|
|
kujiale_0042/Meshes/ceiling_0011.usd
CHANGED
Binary files a/kujiale_0042/Meshes/ceiling_0011.usd and b/kujiale_0042/Meshes/ceiling_0011.usd differ
|
|
kujiale_0042/Meshes/cup_0000.usd
CHANGED
Binary files a/kujiale_0042/Meshes/cup_0000.usd and b/kujiale_0042/Meshes/cup_0000.usd differ
|
|
kujiale_0042/Meshes/curtain_0003.usd
CHANGED
Binary files a/kujiale_0042/Meshes/curtain_0003.usd and b/kujiale_0042/Meshes/curtain_0003.usd differ
|
|
kujiale_0042/Meshes/doorsill_0000.usd
CHANGED
Binary files a/kujiale_0042/Meshes/doorsill_0000.usd and b/kujiale_0042/Meshes/doorsill_0000.usd differ
|
|
kujiale_0042/Meshes/doorsill_0001.usd
CHANGED
Binary files a/kujiale_0042/Meshes/doorsill_0001.usd and b/kujiale_0042/Meshes/doorsill_0001.usd differ
|
|
kujiale_0042/Meshes/doorsill_0002.usd
CHANGED
Binary files a/kujiale_0042/Meshes/doorsill_0002.usd and b/kujiale_0042/Meshes/doorsill_0002.usd differ
|
|
kujiale_0042/Meshes/doorsill_0003.usd
CHANGED
Binary files a/kujiale_0042/Meshes/doorsill_0003.usd and b/kujiale_0042/Meshes/doorsill_0003.usd differ
|
|
kujiale_0042/Meshes/doorsill_0004.usd
CHANGED
Binary files a/kujiale_0042/Meshes/doorsill_0004.usd and b/kujiale_0042/Meshes/doorsill_0004.usd differ
|
|
kujiale_0042/Meshes/floor_0000.usd
CHANGED
Binary files a/kujiale_0042/Meshes/floor_0000.usd and b/kujiale_0042/Meshes/floor_0000.usd differ
|
|
kujiale_0042/Meshes/floor_0001.usd
CHANGED
Binary files a/kujiale_0042/Meshes/floor_0001.usd and b/kujiale_0042/Meshes/floor_0001.usd differ
|
|
kujiale_0042/Meshes/floor_0002.usd
CHANGED
Binary files a/kujiale_0042/Meshes/floor_0002.usd and b/kujiale_0042/Meshes/floor_0002.usd differ
|
|
kujiale_0042/Meshes/floor_0003.usd
CHANGED
Binary files a/kujiale_0042/Meshes/floor_0003.usd and b/kujiale_0042/Meshes/floor_0003.usd differ
|
|
kujiale_0042/Meshes/floor_0004.usd
CHANGED
Binary files a/kujiale_0042/Meshes/floor_0004.usd and b/kujiale_0042/Meshes/floor_0004.usd differ
|
|
kujiale_0042/Meshes/floor_0005.usd
CHANGED
Binary files a/kujiale_0042/Meshes/floor_0005.usd and b/kujiale_0042/Meshes/floor_0005.usd differ
|
|
kujiale_0042/Meshes/mirror_0000.usd
CHANGED
Binary files a/kujiale_0042/Meshes/mirror_0000.usd and b/kujiale_0042/Meshes/mirror_0000.usd differ
|
|
kujiale_0042/Meshes/ornament_0003.usd
CHANGED
Binary files a/kujiale_0042/Meshes/ornament_0003.usd and b/kujiale_0042/Meshes/ornament_0003.usd differ
|
|
kujiale_0042/Meshes/painting_0000.usd
CHANGED
Binary files a/kujiale_0042/Meshes/painting_0000.usd and b/kujiale_0042/Meshes/painting_0000.usd differ
|
|
kujiale_0042/Meshes/painting_0001.usd
CHANGED
Binary files a/kujiale_0042/Meshes/painting_0001.usd and b/kujiale_0042/Meshes/painting_0001.usd differ
|
|
kujiale_0042/Meshes/painting_0002.usd
CHANGED
Binary files a/kujiale_0042/Meshes/painting_0002.usd and b/kujiale_0042/Meshes/painting_0002.usd differ
|
|